Game Graphics Programming 1st Edition by Allen Sherrod – Ebook PDF Instant Download/Delivery: 978-1584505167, 1584505168
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Product details:
ISBN 10: 1584505168
ISBN 13: 978-1584505167
Author: Allen Sherrod
“Game Graphics Programming” examines the many different techniques and effects that are used to create cutting-edge graphics in today�s video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Detailed C++ source code and pseudocode are used as examples throughout the book to demonstrate the methods being taught, but the techniques presented can be used with any programming language or tool. You�ll begin with an introduction to basic 2D and 3D game graphics tools and components including common game mathematics, colors and pixels, and computer memory, as well as ray tracing and rasterization techniques and programmable shaders. Once you�ve reviewed the foundations of game graphics, you�ll go more in-depth with shading and surfaces, direct and global illumination, special effects, and rendering nature. After the how and why of each technique is presented, you�ll also examine optimizations that can be done to improve performance and alternative methods. “Game Graphics Programming” presents you with all of the information you need to efficiently and effectively create eye-catching graphical scenes for video games.
Table of contents:
PART 1
INTRODUCTION TO GAME GRAPHICS
CHAPTER 1
INTRODUCTION TO GAME GRAPHICS
Computer Graphics in the Media
Graphics in Print
Graphics in Movies and TV
Computer Graphics in Video Games
2D Graphics
3D Graphics
Rasterization and the Rendering Pipeline
About This Book
Purpose of This Book
Prerequisites and Prior Knowledge
Tools Used in This Book
Summary
Chapter Questions
CHAPTER 2
2D AND 3D GRAPHICS
Bits and Bytes
Memory Bits
Memory Bytes
Hexadecimal Values
Color Ranges
Low-Dynamic-Range Colors
High-Dynamic-Range Colors
Additional Color Information
2D Graphics
Sprites
Tiled Images and Backgrounds
3D Graphics
The Z Buffer
Shading Surfaces
Geometry and Primitives
Lines
Polygons
Triangles
Convex and Concave Polygons
Spheres and Boxes
Additional Geometric Objects
Loading Geometry
Mathematics Used in Computer Graphics
Vectors, Vertices, and Points
Transformations
Matrices
Rays
Planes
Frustums
Occlusions
Quaternion Rotations
Summary
Chapter Questions
Chapter Exercises
CHAPTER 3
RAY TRACING
Ray Tracing in Computer Graphics
Forward Ray Tracing
Backward Ray Tracing
Trading Primitives
Tracing Spheres
Tracing Planes
Tracing Triangles
Tracing Additional Primitives
Implementing Ray Tracing
Mathematics for Ray Tracing
Data Structures for Ray Tracing
The Ray Tracer
Tracing Rays
Storing Rendering Results to External Files
The Ray Tracer’s Main Source File
Real-Time Ray Tracing
Ray Tracing on Multi-Core Processors
Rendering Farms
Ray Tracing on the GPU
Ray Tracing Hardware
Additional Ray Tracing Topics
Summary
Chapter Questions
Chapter Exercises
CHAPTER 4
RASTERIZATION
Software Rendering
CPU Software Rendering
Rasterizing Primitives
Clipping
Scan-Line Conversion
Creating, Clearing, and Displaying the Canvas
Drawing Pixels
Drawing Lines
Drawing Polygons
Rendering Buffers
Secondary Buffers
The Depth Buffer
Tertiary Buffers
Stencil Buffers
Additional Rasterization Topics
Transformation and Spaces
Back-Face Culling
OpenGL
Direct3D 9 and 10
Direct3D 9 Demo
Direct3D 10
Summary
Chapter Questions
Chapter Exercises
CHAPTER 5
PROGRAMMABLE SHADERS
Shaders in Computer Graphics
Types of Shaders
Low-Level Shaders
Working with Low-Level Shaders
High-Level Shaders
OpenGL’s GLSL
Overview to GLSL
Setting Up and Using GLSL
GLSL Example Shader
Direct3D’s HILSL
Semantics
Shaders, Techniques, and Passes
Setting Up and Using HLSL
HLSL Example Shader
Additional Shader Technologies and Tools
NVIDIA’s Cg
Pixar’s RenderMan
Summary
Chapter Questions
PART 2
SHADING AND SURFACES
CHAPTER 6
MAPPING SURFACES
Texture Mapping in Games
Color Formats
Images
Image Compression
Working with TGA Images
Working with DDS Images
Texture Mapping in Graphics APIs
Texture Coordinates
Texture Filtering and Mipmaps
OpenGL Texture Mapping in Shaders
Direct3D 9 Texture Mapping in Shaders
Direct3D 10 Texture Mapping in Shaders
Texture Compression
Color Map Compression
DXTC Normal Map Compression
3Dc Compression
ABL8 Format
Using DDS Compressed Textures in Shaders
Summary
Chapter Questions
Chapter Exercises
CHAPTER 7
ADDITIONAL SURFACE MAPPING
Alpha Mapping
Implementing Alpha Maps in OpenGL
Implementing Alpha Maps in Direct3D
Cube Mapping
Implementing Cube Mapping in OpenGL
Implementing Cube Mapping in Direct3D
Reflections
Implementing Reflection Mapping in OpenGL
Implementing Reflection Mapping in Direct3D
Refractions
Implementing Refraction Mapping in OpenGL
Render Targets
OpenGL Frame Buffer Objects
Direct3D 9 Render Targets
Direct3D 10 Render Targets
Image Filters
Luminance Filter
Sepia Filters
Additional Texture Mapping Techniques
Billboards
Super-Sampling
Dynamic Cube Mapping
Summary
Chapter Questions
Chapter Exercises
PART 3
DIRECT AND GLOBAL ILLUMINATION
CHAPTER 8
LIGHTING AND MATERIALS
Lighting Overview
Lighting in Computer Graphics
Types of Light Sources
Per-Vertex and Per-Pixel Lighting
Light Models
Lighting Terms
Materials
Implementing Lighting
Lambert Diffuse
Wind
Blinn-Phong
Extensions to Per-Pixel Lighting
Bump Mapping
Creating Bump Map Textures
Implementing Bump Mapping
Normal Mapping
Parallax Mapping
Additional Lighting Techniques
Point Lights
Bloom
Lens Flare
Light Shafts
Summary
Chapter Questions
Chapter Exercises
CHAPTER 9
ADVANCED LIGHTING AND SHADOWS
Shadows in Games
Real-Time Versus Preprocessed Shadows
Popular Types of Shadows
Shadow Imposters
Projection Shadows
Rendering Projected Shadows
The Shadow Matrix
Shadow Volumes
Finding the Silhouette Edges
Rendering the Shadow Volume
Shadow Mapping
Rendering with the Shadow Map
Soft Shadows
Light Mapping
Calculating Light Map Coordinates
Calculating Lumels of a Light Map
Deferred Shading
Creating the G-Buffer for Deferred Shading
Rendering with the G-Buffer
Summary
Chapter Questions
Chapter Exercises
CHAPTER 10
GLOBAL ILLUMINATION TECHNIQUES
Overview of Global Illumination
Direct Lighting versus Indirect Lighting
Ambient Occlusion
Alternative Method for Calculating Ambient Occlusion
Bent Normal
Implementing Ambient Occlusion
SSAO
Path Tracing
Extending the Ray Tracing Algorithm
Radiosity
Calculating Radiosity
Form Factors
Implementing Radiosity
Photon Mapping
The kd-Tree
Calculating Photon Maps
Applying Photon Maps to a Ray-Traced Scene
Precomputed Radiance Transfer
Overview of Spherical Harmonics
Calculating Spherical Harmonics Data
Spherical Harmonics Un-Shadowed
Spherical Harmonics Shadowed
Spherical Harmonics Inter-Reflected
Summary
Chapter Questions
Chapter Exercises
PART 4
SPECIAL EFFECTS
CHAPTER 11
SPECIAL EFFECTS: HIGH DYNAMIC RANGE
Overview of HDR
What Is HDR?
Implementing HDR
Creating Floating-Point Buffers and Rendering HDR Data
Tone Mapping
HDR Special Effects and Additional Topics
Bloom
Streaks
Dynamic Tone Mapping
Summary
Chapter Questions
Chapter Exercises
CHAPTER 12
SPECIAL EFFECTS: ADDITIONAL EFFECTS
Blurring
Depth of Field
Depth-Based Blurring
Motion Blur
Fast Motion Blur
Geometry-Based Motion Blur
Pixel-Based Motion Blur
Particle Systems
Point Masses
Billboards and Point Sprites
Sparks
Fire
Smoke
Additional Partide Effects
Particle System Demo
Additional Effects
Weapon Effects
Dynamic Decals on Surfaces
Summary
Chapter Questions
Chapter Exercises
PART 5
RENDERING NATURE
CHAPTER 13
SKY AND TERRAIN RENDERING
Sky Rendering
Sky Planes
Sky Boxes
Sky Domes
Clouds
Terrains
Brute Force Rendering Terrains
Height Map Terrains
Terrain Generation
Terrain Box Filtering
Texturing Terrains
Terrain Patches
Additional Topics
Terrain Demo
Summary
Chapter Questions
Chapter Exercises
CHAPTER 14
WATER RENDERING
Examining Water in Modem Games
Goldeneye 007: Nintendo 64
Perfect Dark: Nintendo 64
Dragonball Z Budokai Tenkaichi 2: Nintendo Wii
Half-Life 2 Lost Coast: PC
Crysis: PC
BioShock: PC and Xbox 360
Additional Water Effects
Optimizations
Underwater Rendering
Audio Underwater
Water Splashes and Interaction
Water Particle Systems
Water Physics
Shorelines
Water Rendering Demo
Summary
Chapter Questions
Chapter Exercises
PART 6
OPTIMIZATIONS AND CONCLUSIONS
CHAPTER 15
OPTIMIZATION
Culling Geometry
Far Plane Culling
Back-Face Culling
Culling the piece
Occlusion Culling
Scene and Space Partitioning
BSP Trees
Potential Visibility Sets
Octrees
Portals and Sectors
Continuous Level-of-Detail
Additional Scene Partitioning Techniques
Geometry Instancing
Additional Optimization Techniques
Dynamic Branching
State Management
Summary
Chapter Questions
Chapter Exercises
CHAPTER 16
CONCLUSIONS
A Look Behind
Game Mathematics
Ray Tracing
Rasterization
Advancements in Lights and Shadows
Rendering People and Nature Realistically
A Look Forward
Data Structures and Algorithms
Game Engine Design and Architecture
Final Thoughts
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