Asia Pacific University Library catalogue


3D graphics for game programming / JungHyun Han.

By: Han, JungHyunMaterial type: TextTextPublication details: Boca Raton : Chapman and Hall/CRC, c2011Description: 318 p. : ill. (mostly col.) ; 25 cmISBN: 9781439827376 (hbk.)Subject(s): Computer games -- Programming | Computer graphicsDDC classification: 794.81526 LOC classification: QA76.76.C672 | H36 2011Summary: "Many of computer graphics classes in colleges are focused on real-time rendering and animation. However, it is not easy to nd an appropriate textbook, which presents the state of the art in interactive graphics, is balanced between theory and practicality, and is of a proper length to be covered in a semester. This book is written for answering the need and presents the must-know in interactive graphics. This book ts the advanced undergraduate or beginning graduate classes for 'Computer Graphics' and 'Game Programming.' Another primary reader group of this book may be composed of game developers, who have experience in graphics APIs and shader programming but have felt lack of theoretical background in 3D graphics. A lot of programming manual-like books can be found in the bookstore, but they do not provide a sufficient level of mathematical background for the game developers. Assuming that the readers have minimal understanding of vectors and matrices, this book provides an opportunity to combine their experiences with the background theory of computer graphics"--
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QA76.76.C672 G77 2018 c.2 Game engine architecture / QA76.76.C672 G77 2018 c.3 Game engine architecture / QA76.76.C672 G77 2018 c.4 Game engine architecture / QA76.76.C672 H36 2011 c.1 3D graphics for game programming / QA76.76.C672 H37 2001 c.1 Pocket PC game programming : QA76.76.C672 H37 2007 c.1 Beginning game programming / QA76.76.C672 H37 2007 c.1 Game programming all in one /

Includes bibliographical references (p. 311-313) and index.

"Many of computer graphics classes in colleges are focused on real-time rendering and animation. However, it is not easy to nd an appropriate textbook, which presents the state of the art in interactive graphics, is balanced between theory and practicality, and is of a proper length to be covered in a semester. This book is written for answering the need and presents the must-know in interactive graphics. This book ts the advanced undergraduate or beginning graduate classes for 'Computer Graphics' and 'Game Programming.' Another primary reader group of this book may be composed of game developers, who have experience in graphics APIs and shader programming but have felt lack of theoretical background in 3D graphics. A lot of programming manual-like books can be found in the bookstore, but they do not provide a sufficient level of mathematical background for the game developers. Assuming that the readers have minimal understanding of vectors and matrices, this book provides an opportunity to combine their experiences with the background theory of computer graphics"--

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