By JungHyun Han

Designed for complicated undergraduate and starting graduate classes, 3D pictures for online game Programming presents must-know info for fulfillment in interactive photographs. Assuming a minimum prerequisite knowing of vectors and matrices, it additionally presents enough mathematical heritage for video game builders to mix their earlier adventure in pics API and shader programming with the historical past idea of laptop graphics.

Well equipped and logically offered, this e-book takes its organizational layout from GPU programming and offers numerous algorithms for programmable phases in addition to the data required to configure hard-wired levels. simply obtainable, it deals a wealth of difficult 3D visible displays and contains extra theoretical and technical information in separate shaded containers and not obligatory sections.

Maintaining API neutrality all through to maximise applicability, the ebook provides pattern courses to aid in figuring out. complete PowerPoint documents and extra fabric, together with videos and lecture notes with all the figures within the booklet, can be found at the book’s site: http://media.korea.ac.kr/book

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157 157 159 159 162 164 166 167 168 171 174 eight photo Texturing eight. 1 Texture Addressing Mode . . . . . . eight. 2 Texture Filtering . . . . . . . . . . . eight. 2. 1 Magnification . . . . . . . . . eight. 2. 2 Minification . . . . . . . . . . eight. three Mipmapping . . . . . . . . . . . . . eight. three. 1 Mipmap building . . . . eight. three. 2 Mipmap Filtering . . . . . . . eight. three. three thoughts for Mipmap Filtering eight. four Anisotropic Filtering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177 177 a hundred and eighty a hundred and eighty 182 183 184 184 187 one hundred ninety nine Bump Mapping nine. 1 peak box . . . . . . . . . . . . . . . . . nine. 2 basic Mapping . . . . . . . . . . . . . . . nine. 2. 1 basic Map . . . . . . . . . . . . . nine. 2. 2 set of rules for regular Mapping . . . nine. three Tangent-space general Mapping . . . . . . nine. three. 1 set of rules for Tangent-space common nine. three. 2 Tangent house Computation∗ . . . . nine. four Authoring of ordinary Map . . . . . . . . . nine. five Parallax Mapping . . . . . . . . . . . . . . nine. 6 Displacement Mapping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Mapping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197 198 199 2 hundred 202 206 206 210 212 215 219 10 complex Texturing 10. 1 atmosphere Mapping . . . . . . . . . 10. 1. 1 dice Mapping . . . . . . . . . 10. 1. 2 dice Map entry∗ . . . . . . . 10. 1. three Dynamic dice Mapping . . . . 10. 2 mild Mapping . . . . . . . . . . . . . 10. 2. 1 Diffuse mild Mapping . . . . . 10. 2. 2 Radiosity basic Mapping∗ . . 10. three Shadow Mapping . . . . . . . . . . . 10. three. 1 set of rules for Shadow Mapping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225 225 226 227 229 230 231 232 236 237 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . viii 10. three. 2 Shader Codes for Shadow Mapping∗ 10. three. three Shadow Map Filtering . . . . . . . . 10. four Ambient Occlusion . . . . . . . . . . . . . 10. five Deferred Shading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242 245 248 253 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257 257 260 261 262 263 267 269 270 272 274 278 280 280 283 286 286 288 12 Physics-based Simulation∗ 12. 1 Penalty approach . . . . . . . . . . . . . . . . . 12. 2 Impulse procedure . . . . . . . . . . . . . . . . . 12. 2. 1 Impulse . . . . . . . . . . . . . . . . . . 12. 2. 2 Impulse-based Collision answer . . . 12. three Collision Detection . . . . . . . . . . . . . . . 12. three. 1 Bounding Volumes and Their Hierarchy 12. three. 2 Triangle-triangle Intersection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293 293 296 296 297 301 303 306 eleven personality Animation eleven. 1 Keyframe Animation . . . . . . . . . . . eleven. 2 Rotation . . . . . . . . . . . . . . . . . . eleven. 2. 1 Interpolation of Euler Angles . . . eleven. 2. 2 Quaternion illustration . . . . eleven. 2. three Rotation utilizing Quaternion . . . . eleven. 2. four Interpolation of Quaternions . . . eleven. three Hierarchical Modeling and area swap eleven. three. 1 Hierarchical version . . . . . . . . . eleven. three. 2 house swap among Bones . . . eleven. three. three global house to Bone house . . . . eleven. four ahead Kinematics . . . . . . . . . . . . eleven. five Skinning and Keyframe Animation . . . . eleven. five. 1 Skinning . . . . . . . . . . . . . . . eleven. five. 2 Skinning in Keyframe Animation . eleven. 6 Inverse Kinematics .

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