Focus On 3d Terrain Programming

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Focus on 3D Terrain Programming

Author : Trent Polack
Publisher : Course Technology
Page : 244 pages
File Size : 54,9 Mb
Release : 2003
Category : Computers
ISBN : 1592000282

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Focus on 3D Terrain Programming by Trent Polack Pdf

Introduces the reader to programming 3D terrain engines, from the simplest terain engine possible to one of the most complex and useful terrain engines around. Presented in a very easy-to-read and fun format. CD contains source code for all demos and programs in the book, OpenGL SDK, Paint Shop Pro 7, terrain textures, etc.

Real-time 3D Terrain Engines Using C++ and and DirectX 9

Author : Greg Snook,Gregory Snook
Publisher : Unknown
Page : 400 pages
File Size : 45,5 Mb
Release : 2003
Category : Business & Economics
ISBN : 1584502045

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Real-time 3D Terrain Engines Using C++ and and DirectX 9 by Greg Snook,Gregory Snook Pdf

With recent advancements in programmable 3D rendering hardware, game developers can create engines capable of making outdoor landscapes. This title is written to teach users how to design a complete 3D game engine for outdoor environments using hardware-accelerated shaders in DirectX and C++.

Transactions on Edutainment V

Author : Xubo Yang
Publisher : Springer
Page : 271 pages
File Size : 55,6 Mb
Release : 2011-01-27
Category : Computers
ISBN : 9783642184529

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Transactions on Edutainment V by Xubo Yang Pdf

This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 5th volume in this series represents a selection of 12 contributions from DMDCM 2010, the 5th International Conference on Digital Media and Digital Content Management, held in Chongqing, China, in December 2010, as well as 9 regular papers. The papers cover topics such as human-computer interaction, virtual exhibit, face recognition, character animation etc.; they moreover present a large number of application examples in the area of e-learning, game, animation, multimedia, and virtual reality which gives more broad view on the application of edutainment-related techniques.

Visual Informatics: Bridging Research and Practice

Author : Halimah Badioze Zaman,Peter Robinson,Maria Petrou,Patrick Olivier,Heiko Schröder
Publisher : Springer
Page : 919 pages
File Size : 49,7 Mb
Release : 2009-11-14
Category : Computers
ISBN : 9783642050367

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Visual Informatics: Bridging Research and Practice by Halimah Badioze Zaman,Peter Robinson,Maria Petrou,Patrick Olivier,Heiko Schröder Pdf

Visual informatics is a field of interest not just among the information technology and computer science community, but also other related fields such as engineering, me- cal and health informatics and education starting in the early 1990s. Recently, the field is gaining more attention from researchers and industry. It has become a mul- disciplinary and trans-disciplinary field related to research areas such as computer vision, visualization, information visualization, real-time image processing, medical image processing, image information retrieval, virtual reality, augmented reality, - pressive visual mathematics, 3D graphics, multimedia-fusion, visual data mining, visual ontology, as well as services and visual culture. Various efforts has been - vested in different research, but operationally, many of these systems are not pro- nent in the mass market and thus knowledge and research on these phenomena within the mentioned areas need to be shared and disseminated. It is for this reason that the Visual Informatics Research Group from Universiti - bangsaan Malaysia (UKM) decided to spearhead this initiative to bring together experts in this very diversified but important research area so that more concerted efforts can be undertaken not just within the visual informatics community in Malaysia but from other parts of the world, namely, Asia, Europe, Oceania, and USA. This first International Visual Informatics Conference (IVIC 2009) was conducted collaboratively, by the visual informatics research community from the various public and private institutions of higher learning in Malaysia, and hosted by UKM.

Mechanical Engineering and Green Manufacturing II

Author : Shao Bo Zhong,Xi Long Qu
Publisher : Trans Tech Publications Ltd
Page : 1350 pages
File Size : 45,8 Mb
Release : 2012-02-27
Category : Technology & Engineering
ISBN : 9783038137320

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Mechanical Engineering and Green Manufacturing II by Shao Bo Zhong,Xi Long Qu Pdf

Volume is indexed by Thomson Reuters CPCI-S (WoS). The object of this special volume is to disseminate state-of-the-art information on the best practices for advanced mechanical engineering and sustainable materials and green manufacturing, and addresses the problems and opportunities offered by the prospect of a sustainable future. It will encourage engineers and scientists in academia, industry and government to embrace the most innovative research and development ideas in order better to confront technical challenges and social and economic issues arising from all aspects of advanced mechanical engineering and green manufacturing.

OpenGL Development Cookbook

Author : Muhammad Mobeen Movania
Publisher : Packt Publishing Ltd
Page : 515 pages
File Size : 47,7 Mb
Release : 2013-01-01
Category : Computers
ISBN : 9781849695053

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OpenGL Development Cookbook by Muhammad Mobeen Movania Pdf

The book is written in a Cookbook format with practical recipes aimed at helping you exploit OpenGL to its full potential. This book is targeted towards intermediate OpenGL programmers. However, those who are new to OpenGL and know an alternate API like DirectX might also find these recipes useful to create OpenGL animations.

Introduction to 3D Game Programming with DirectX 12

Author : Frank Luna
Publisher : Mercury Learning and Information
Page : 900 pages
File Size : 42,7 Mb
Release : 2016-04-19
Category : Computers
ISBN : 9781944534554

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Introduction to 3D Game Programming with DirectX 12 by Frank Luna Pdf

This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores. The book covers modern special effects and techniques such as hardware tessellation, writing compute shaders, ambient occlusion, reflections, normal and displacement mapping, shadow rendering, and character animation. Includes a companion DVD with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected]. FEATURES: • Provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12 • Uses new Direct3D 12 features to reduce CPU overhead and take advantage of multiple CPU cores • Contains detailed explanations of popular real-time game effects • Includes a DVD with source code and all the images (including 4-color) from the book • Learn advance rendering techniques such as ambient occlusion, real-time reflections, normal and displacement mapping, shadow rendering, programming the geometry shader, and character animation • Covers a mathematics review and 3D rendering fundamentals such as lighting, texturing, blending and stenciling • Use the end-of-chapter exercises to test understanding and provide experience with DirectX 12

OpenGL – Build high performance graphics

Author : Muhammad Mobeen Movania,David Wolff,Raymond C. H. Lo,William C. Y. Lo
Publisher : Packt Publishing Ltd
Page : 982 pages
File Size : 54,9 Mb
Release : 2017-05-29
Category : Computers
ISBN : 9781788296892

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OpenGL – Build high performance graphics by Muhammad Mobeen Movania,David Wolff,Raymond C. H. Lo,William C. Y. Lo Pdf

Gain proficiency with OpenGL and build compelling graphics for your games and applications About This Book Get to grips with a wide range of techniques for implementing shadows using shadow maps, shadow volumes, and more Explore interactive, real-time visualizations of large 2D and 3D datasets or models, including the use of more advanced techniques such as stereoscopic 3D rendering Create stunning visuals on the latest platforms including mobile phones and state-of-the-art wearable computing devices Who This Book Is For The course is appropriate for anyone who wants to develop the skills and techniques essential for working with OpenGL to develop compelling 2D and 3D graphics. What You Will Learn Off-screen rendering and environment mapping techniques to render mirrors Shadow mapping techniques, including variance shadow mapping Implement a particle system using shaders Utilize noise in shaders Make use of compute shaders for physics, animation, and general computing Create interactive applications using GLFW to handle user inputs and the Android Sensor framework to detect gestures and motions on mobile devices Use OpenGL primitives to plot 2-D datasets (such as time series) dynamically Render complex 3D volumetric datasets with techniques such as data slicers and multiple viewpoint projection In Detail OpenGL is a fully functional, cross-platform API widely adopted across the industry for 2D and 3D graphics development. It is mainly used for game development and applications, but is equally popular in a vast variety of additional sectors. This practical course will help you gain proficiency with OpenGL and build compelling graphics for your games and applications. OpenGL Development Cookbook – This is your go-to guide to learn graphical programming techniques and implement 3D animations with OpenGL. This straight-talking Cookbook is perfect for intermediate C++ programmers who want to exploit the full potential of OpenGL. Full of practical techniques for implementing amazing computer graphics and visualizations using OpenGL. OpenGL 4.0 Shading Language Cookbook, Second Edition – With Version 4, the language has been further refined to provide programmers with greater power and flexibility, with new stages such as tessellation and compute. OpenGL Shading Language 4 Cookbook is a practical guide that takes you from the fundamentals of programming with modern GLSL and OpenGL, through to advanced techniques. OpenGL Data Visualization Cookbook - This easy-to-follow, comprehensive Cookbook shows readers how to create a variety of real-time, interactive data visualization tools. Each topic is explained in a step-by-step format. A range of hot topics is included, including stereoscopic 3D rendering and data visualization on mobile/wearable platforms. By the end of this guide, you will be equipped with the essential skills to develop a wide range of impressive OpenGL-based applications for your unique data visualization needs. This Learning Path combines some of the best that Packt has to offer in one complete, curated package. It includes content from the following Packt products, OpenGL Development Cookbook by Muhammad Mobeen Movania, OpenGL 4.0 Shading Language Cookbook, Second Edition by David Wolff, OpenGL Data Visualization Cookbook by Raymond C. H. Lo, William C. Y. Lo Style and approach Full of easy-to-follow hands-on tutorials, this course teaches you to develop a wide range of impressive OpenGL-based applications in a step-by-step format.

Learning OpenGL ES for iOS

Author : Erik Buck
Publisher : Addison-Wesley
Page : 698 pages
File Size : 52,5 Mb
Release : 2012-07-31
Category : Computers
ISBN : 9780132478922

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Learning OpenGL ES for iOS by Erik Buck Pdf

Get Started Fast with Modern OpenGL ES Graphics Programming for iPhone, iPod touch, and iPad OpenGL ES technology underlies the user interface and graphical capabilities of Apple’s iPhone, iPod touch, and iPad–as well as devices ranging from video-game consoles and aircraft-cockpit displays to non-Apple smartphones. In this friendly, thorough introduction, Erik M. Buck shows how to make the most of Open GL ES in Apple’s iOS environment. This highly anticipated title focuses on modern, efficient approaches that use the newest versions of OpenGL ES, helping you avoid the irrelevant, obsolete, and misleading techniques that litter the Internet. Buck embraces Objective-C and Cocoa Touch, showing how to leverage Apple’s powerful, elegant GLKit framework to maximize your productivity, achieve tight platform integration, and deliver exceptionally polished apps. If you’ve written C or C++ code and know object-oriented programming basics, this title brings together everything you need to fully master OpenGL ES graphics for iOS–including downloadable examples specifically designed to jumpstart your own projects. Coverage includes • Understanding core OpenGL ES computer graphics concepts and iOS graphics architecture • Integrating Cocoa Touch with OpenGL ES to leverage the power of Apple’s platform • Creating textures from start to finish: opacity, blending, multi-texturing, and compression • Simulating ambient, diffuse, and specular light • Using transformations to render 3D geometric objects from any point of view • Animating scenes by controlling time through application logic • Partitioning data to draw expansive outdoor scenes with rolling terrain • Detecting and handling user interaction with 3D geometry • Implementing special effects ranging from skyboxes to particles and billboards • Systematically optimizing graphics performance • Understanding the essential linear algebra concepts used in computer graphics • Designing and constructing a complete simulation that incorporates everything you’ve learned

Introduction to 3D Game Programming with DirectX 9.0c

Author : Frank Luna,Luna
Publisher : Jones & Bartlett Publishers
Page : 724 pages
File Size : 51,8 Mb
Release : 2006-06-07
Category : Computers
ISBN : 9781449623906

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Introduction to 3D Game Programming with DirectX 9.0c by Frank Luna,Luna Pdf

Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. The book is divided into three parts that explain basic mathematical and 3D concepts, show how to describe 3D worlds and implement fundamental 3D rendering techniques, and demonstrate the application of Direct3D to create a variety of special effects. With this book understand basic mathematical tools used in video game creation such as vectors, matrices, and transformations; discover how to describe and draw interactive 3D scenes using Direct3D and the D3DX library; learn how to implement lighting, texture mapping, alpha blending, and stenciling using shaders and the high-level shading language (HLSL); explore a variety of techniques for creating special effects, including vertex blending, character animation, terrain rendering, multi-texturing, particle systems, reflections, shadows, and normal mapping;f ind out how to work with meshes, load and render .X files, program terrain/camera collision detection, and implement 3D object picking; review key ideas, gain programming experience, and explore new topics with the end-of-chapter exercises.

Computer Graphics Through OpenGL®

Author : Sumanta Guha
Publisher : CRC Press
Page : 732 pages
File Size : 48,7 Mb
Release : 2018-12-19
Category : Computers
ISBN : 9780429874840

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Computer Graphics Through OpenGL® by Sumanta Guha Pdf

COMPREHENSIVE COVERAGE OF SHADERS AND THE PROGRAMMABLE PIPELINE From geometric primitives to animation to 3D modeling to lighting, shading and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments is a comprehensive introduction to computer graphics which uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an understanding not only of the principles of 3D computer graphics, but also the use of the OpenGL® Application Programming Interface (API) to code 3D scenes and animation, including games and movies. The undergraduate core of the book takes the student from zero knowledge of computer graphics to a mastery of the fundamental concepts with the ability to code applications using fourth-generation OpenGL®. The remaining chapters explore more advanced topics, including the structure of curves and surfaces, applications of projective spaces and transformations and the implementation of graphics pipelines. This book can be used for introductory undergraduate computer graphics courses over one to two semesters. The careful exposition style attempting to explain each concept in the simplest terms possible should appeal to the self-study student as well. Features • Covers the foundations of 3D computer graphics, including animation, visual techniques and 3D modeling • Comprehensive coverage of OpenGL® 4.x, including the GLSL and vertex, fragment, tessellation and geometry shaders • Includes 180 programs with 270 experiments based on them • Contains 750 exercises, 110 worked examples, and 700 four-color illustrations • Requires no previous knowledge of computer graphics • Balances theory with programming practice using a hands-on interactive approach to explain the underlying concepts

Introduction to 3D Game Programming with DirectX 11

Author : Frank Luna
Publisher : Mercury Learning and Information
Page : 600 pages
File Size : 43,5 Mb
Release : 2012-03-15
Category : Computers
ISBN : 9781937585969

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Introduction to 3D Game Programming with DirectX 11 by Frank Luna Pdf

This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. Includes a companion CD-ROM with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].

Programming Interactivity

Author : Joshua Noble
Publisher : "O'Reilly Media, Inc."
Page : 736 pages
File Size : 54,9 Mb
Release : 2009-07-21
Category : Computers
ISBN : 9781449379193

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Programming Interactivity by Joshua Noble Pdf

Make cool stuff. If you're a designer or artist without a lot of programming experience, this book will teach you to work with 2D and 3D graphics, sound, physical interaction, and electronic circuitry to create all sorts of interesting and compelling experiences -- online and off. Programming Interactivity explains programming and electrical engineering basics, and introduces three freely available tools created specifically for artists and designers: Processing, a Java-based programming language and environment for building projects on the desktop, Web, or mobile phones Arduino, a system that integrates a microcomputer prototyping board, IDE, and programming language for creating your own hardware and controls OpenFrameworks, a coding framework simplified for designers and artists, using the powerful C++ programming language BTW, you don't have to wait until you finish the book to actually make something. You'll get working code samples you can use right away, along with the background and technical information you need to design, program, build, and troubleshoot your own projects. The cutting edge design techniques and discussions with leading artists and designers will give you the tools and inspiration to let your imagination take flight.

Mathematics for 3D Game Programming and Computer Graphics

Author : Eric Lengyel
Publisher : Unknown
Page : 128 pages
File Size : 51,6 Mb
Release : 2020-08
Category : Electronic
ISBN : 0357671090

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Mathematics for 3D Game Programming and Computer Graphics by Eric Lengyel Pdf

Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus. Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book's companion website provides sample code illustrating the mathematical and physics topics discussed in the book.

Algorithms and Networking for Computer Games

Author : Jouni Smed,Harri Hakonen
Publisher : John Wiley & Sons
Page : 416 pages
File Size : 45,5 Mb
Release : 2017-06-16
Category : Computers
ISBN : 9781119259831

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Algorithms and Networking for Computer Games by Jouni Smed,Harri Hakonen Pdf

The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Combining algorithmic knowledge and game-related problems, it explores the most common problems encountered in game programing. The first part of the book presents practical algorithms for solving “classical” topics, such as random numbers, procedural generation, tournaments, group formations and game trees. The authors also focus on how to find a path in, create the terrain of, and make decisions in the game world. The second part introduces networking related problems in computer games, focusing on four key questions: how to hide the inherent communication delay, how to best exploit limited network resources, how to cope with cheating and how to measure the on-line game data. Thoroughly revised, updated, and expanded to reflect the many constituent changes occurring in the commercial gaming industry since the original, this Second Edition, like the first, is a timely, comprehensive resource offering deeper algorithmic insight and more extensive coverage of game-specific networking problems than ordinarily encountered in game development books. Algorithms and Networking for Computer Games, Second Edition: Provides algorithmic solutions in pseudo-code format, which emphasises the idea behind the solution, and can easily be written into a programming language of choice Features a section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets, and probabilistic reasoning and noise generation Contains in-depth treatment of network communication, including dead-reckoning, local perception filters, cheating prevention and on-line metrics Now includes 73 ready-to-use algorithms and 247 illustrative exercises Algorithms and Networking for Computer Games, Second Edition is a must-have resource for advanced undergraduate and graduate students taking computer game related courses, postgraduate researchers in game-related topics, and developers interested in deepening their knowledge of the theoretical underpinnings of computer games and in learning new approaches to game design and programming.