000 02071nam a2200253 a 4500
001 vtls000055936
003 KUKTEM
005 20251125093006.0
008 111103t2011 flua f 001 0 eng d
020 _a9781439827376
039 9 _a201905021305
_bAUTHORITY
_c201707281636
_dnazirah
_c201205021628
_dasmadi
_y201111031607
_zsafura
040 _aUMP
090 _aQA76.76.C672 H36 2011
100 1 _aHan, JungHyun
245 1 0 _a3D graphics for game programming /
_cJungHyun Han
260 _aBoca Raton, FL :
_bChapman & Hall/CRC,
_cc2011
300 _a318 p. :
_bill. (mostly col.) ;
_c25 cm.
504 _aIncludes bibliographical references (p. 311-313) and index
520 _a"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"--
_cProvided by publisher
650 0 _aComputer games
_xProgramming
650 0 _aComputer graphics
999 _aVIRTUA40
_c60301
_d60307
999 _aVTLSSORT0080*0200*0400*0900*1000*2450*2600*3000*5040*5200*5410*6500*6501*9992