Graphics Programming Methods (Graphics Series) (HAR/CDR)

Graphics Programming Methods (Graphics Series) (HAR/CDR)

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  • 製本 Hardcover:ハードカバー版/ページ数 350 p.
  • 言語 ENG
  • 商品コード 9781584502999
  • DDC分類 006.6765

Full Description


The articles in this text provide specific techniques for well-defined problems facing graphics programmers in the production of a variety of projects, including visual effects, real-time graphics and games. Each article provides a ready-to-use solution. The emphasis throughout the book is on the emerging graphics technology tht has been enabled by increases in hardware capabilities and computational speed, as well as advances in algorithms and programming techniques. The companion CD-ROM includes all the source code and images from the book.

Contents

Animationinverse kinematic of an articulated structure; using the Jacobian pseudo-inverse; real-time animation of trees; collision detection of deformable volumetric meshes; scripted bodies and spline driven animation; creating a real-time facial expression and lip-sync system. Geometry: extending features using Euclidean distance transforms; automatic parametrization on the cube; an optimal dynamic surface caching algoritm; an easy-to-code smoothing algorithm for 3D reconstructed surfaces; a fast and simple all integer parametric line; a fast all integer ellipse discretization algorithm; vector hidden line removal and factional quantitative invisibility; building a flexible terrain engine for the future; a framework for rapid 3D level design using MAXScript code generation; k-d tree face portals with solid geometry; higher order surfaces using curved PN triangles; visible terrain grid determination using Frustum; real-time multi-resolution dynamics of deeply hierarchical bodies. Rendering: illumination-based occlusion culling; software rasterization; quantization of true-colour images with opacity information; global illumination for games; sub-surface rendering algorithm; antialiasing for bump maps and a fast normalization trick; a modified Phong-Blinn light model for shadowed areas; fast setup for bi-linear and bi-quadratic interpolation over triangles; real-time atmospheric light scattering; true volumetric shadows; 3D planets; metropolis sampling for global illumination; rendering with adaptive integration; pixel shader optimizations for terrain rendering; an effective kd-tree implementation; stochastic iteration for non-diffuse global illumination; metropolis sampling in global illumination; real-time relighting of compressed panoramas; IISB Colour Model and its application in dynamic textures; uniform density of fog volumes.