Game Graphics Programming
Allen Sherrod
Broschiertes Buch

Game Graphics Programming

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Game Graphics Programming is written as the definitive reference for the high-level graphics techniques and technologies needed for current and next generation video games. Beginning with an overview of game graphics, the book progresses from 2D and 3D through shaders, software rendering, ray tracing, mapping surfaces, reflections and refractions, lighting, global illumination, optimization, shadows, high-dynamic range, and other special effects. There is no current book that teaches the fundamentals of game graphics programming. Graphics programming is very specialized and even more so when you narrow it down to game graphics. This book comes with a software rendering system and ray tracer allowing users to work through the projects and demos in each chapter. All demos for each chapter have Mac, Linux, and Windows versions with the exception those created in DirectX, which is Windows only technology. The technologies covered in this book use OpenGL 2.0, DirectX 10.0