MARC details
| 000 -LEADER |
| fixed length control field |
02071nam a2200253 a 4500 |
| 001 - CONTROL NUMBER |
| control field |
vtls000055936 |
| 003 - CONTROL NUMBER IDENTIFIER |
| control field |
KUKTEM |
| 005 - DATE AND TIME OF LATEST TRANSACTION |
| control field |
20251125093006.0 |
| 008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
| fixed length control field |
111103t2011 flua f 001 0 eng d |
| 020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
| International Standard Book Number |
9781439827376 |
| 039 #9 - LEVEL OF BIBLIOGRAPHIC CONTROL AND CODING DETAIL [OBSOLETE] |
| Level of rules in bibliographic description |
201905021305 |
| Level of effort used to assign nonsubject heading access points |
AUTHORITY |
| Level of effort used to assign subject headings |
201707281636 |
| Level of effort used to assign classification |
nazirah |
| Level of effort used to assign subject headings |
201205021628 |
| Level of effort used to assign classification |
asmadi |
| -- |
201111031607 |
| -- |
safura |
| 040 ## - CATALOGING SOURCE |
| Original cataloging agency |
UMP |
| 090 ## - LOCALLY ASSIGNED LC-TYPE CALL NUMBER (OCLC); LOCAL CALL NUMBER (RLIN) |
| Classification number (OCLC) (R) ; Classification number, CALL (RLIN) (NR) |
QA76.76.C672 H36 2011 |
| 100 1# - MAIN ENTRY--PERSONAL NAME |
| Personal name |
Han, JungHyun |
| 245 10 - TITLE STATEMENT |
| Title |
3D graphics for game programming / |
| Statement of responsibility, etc. |
JungHyun Han |
| 260 ## - PUBLICATION, DISTRIBUTION, ETC. |
| Place of publication, distribution, etc. |
Boca Raton, FL : |
| Name of publisher, distributor, etc. |
Chapman & Hall/CRC, |
| Date of publication, distribution, etc. |
c2011 |
| 300 ## - PHYSICAL DESCRIPTION |
| Extent |
318 p. : |
| Other physical details |
ill. (mostly col.) ; |
| Dimensions |
25 cm. |
| 504 ## - BIBLIOGRAPHY, ETC. NOTE |
| Bibliography, etc. note |
Includes bibliographical references (p. 311-313) and index |
| 520 ## - SUMMARY, ETC. |
| Summary, etc. |
"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"-- |
| Assigning source |
Provided by publisher |
| 650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
| Topical term or geographic name entry element |
Computer games |
| General subdivision |
Programming |
| 650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
| Topical term or geographic name entry element |
Computer graphics |