| 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 | ||