3D Game Engine Design A Practical Approach to Real-Time Computer Graphics 2nd Edition by David H. Eberly – Ebook PDF Instant Download/Delivery: 0122290631, 978-0122290633
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Product details:
ISBN 10: 0122290631
ISBN 13: 978-0122290633
Author: David H. Eberly
The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer.
In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics―all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion.
As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.
Table of contents:
Preface
1 Introduction
2 The Graphics System
2.1 The Foundation
2.1.1 Coordinate Systems
2.1.2 Handedness and Cross Products
2.1.3 Points and Vectors
2.2 Transformations
2.2.1 Linear Transformations
2.2.2 Affine Transformations
2.2.3 Projective Transformations
2.2.4 Properties of Perspective Projection
2.2.5 Homogeneous Points and Matrices
2.3 Cameras
2.3.1 The Perspective Camera Model
2.3.2 Model or Object Space
2.3.3 World Space
2.3.4 View, Camera, or Eye Space
2.3.5 Clip, Projection, or Homogeneous Space
2.3.6 Window Space
2.3.7 Putting Them All Together
2.4 Culling and Clipping
2.4.1 Object Culling
2.4.2 Back Face Culling
2.4.3 Clipping to the View Frustum
2.5 Rasterizing
2.5.1 Line Segments
2.5.2 Circles
2.5.3 Ellipses
2.5.4 Triangles
2.6 Vertex Attributes
2.6.1 Colors
2.6.2 Lighting and Materials
2.6.3 Textures
2.6.4 Transparency and Opacity
2.6.5 Fog
2.6.6 And Many More
2.6.7 Rasterizing Attributes
2.7 Issues of Software, Hardware, and APIs
2.7.1 A General Discussion
2.7.2 Portability versus Performance
2.8 API Conventions
2.8.1 Matrix Representation and Storage
2.8.2 Matrix Composition
2.8.3 View Matrices
2.8.4 Projection Matrices
2.8.5 Window Handedness
2.8.6 Rotations
2.8.7 Fast Computations using the Graphics API
3 Renderers
3.1 Software Rendering
3.2 Hardware Rendering
3.3 The Fixed-Function Pipeline
3.4 Vertex and Pixel Shaders
3.5 An Abstract Rendering API
4 Special Effects Using Shaders
4.1 Vertex Colors
4.2 Lighting and Materials
4.3 Textures
4.4 Multitextures
4.5 Bump Maps
4.6 Gloss Maps
4.7 Sphere Maps
4.8 Cube Maps
4.9 Refraction
4.10 Planar Reflection
4.11 Planar Shadows
4.12 Projected Textures
4.13 Shadow Maps
4.14 Volumetric Fog
4.15 Skinning
4.16 Miscellaneous
4.16.1 Iridescence
4.16.2 Water Effects
4.16.3 Volumetric Textures
5 Scene Graphs
5.1 The Need for High-Level Data Management
5.2 The Need for Low-Level Data Structures
5.3 Geometric State
5.3.1 Vertices and Vertex Attributes
5.3.2 Transformations
5.3.3 Bounding Volumes
5.4 Render State
5.4.1 Global State
5.4.2 Lights
5.4.3 Effects
5.5 The Update Pass
5.5.1 Geometric State Updates
5.5.2 Render State Updates
5.6 The Culling Pass
5.6.1 Hierarchical Culling
5.6.2 Sorted Culling
5.7 The Drawing Pass
5.7.1 Single-Pass Drawing
5.7.2 Single Effect, Multipass Drawing
5.7.3 Multiple Effect, Multipass Drawing
5.7.4 Caching Data on the Graphics Hardware
5.7.5 Sorting to Reduce State Changes
5.8 Scene Graph Design Issues
5.8.1 Organization Based on Geometric State
5.8.2 Organization Based on Render State
5.8.3 Scene Graph Operations and Threading
5.8.4 The Producer-Consumer Model
6 Scene Graph Compilers
6.1 The Need for Platform-Specific Optimization
6.2 The Need for Reducing Memory Fragmentation
6.3 A Scene Graph as a Dynamic Expression
6.4 Compilation from High-Level to Low-Level Data
6.5 Control of Compilation via Node Tags
7 Memory Management
7.1 Memory Budgets for Game Consoles
7.2 General Concepts for Memory Management
7.2.1 Allocation, Deallocation, and Fragmentation
7.2.2 Sequential-Fit Methods
7.2.3 Buddy-System Methods
7.2.4 Segregated-Storage Methods
7.3 Design Choices
7.3.1 Memory Utilization
7.3.2 Fast Allocation and Deallocation
8 Controller-Based Animation
8.1 Vertex Morphing
8.2 Keyframe Animation
8.3 Inverse Kinematics
8.4 Skin and Bones
8.5 Particle Systems
9 Spatial Sorting
9.1 Spatial Partitioning
9.1.1 Quadtrees and Octrees
9.1.2 BSP Trees
9.1.3 User-Defined Maps
9.2 Node-Based Sorting
9.3 Portals
9.4 Occlusion Culling
10 Level of Detail
10.1 Discrete Level of Detail
10.1.1 Sprites and Billboards
10.1.2 Model Switching
10.2 Continuous Level of Detail
10.2.1 General Concepts
10.2.2 Application to Regular Meshes
10.2.3 Application to General Meshes
10.3 Infinite Level of Detail
10.3.1 General Concepts
10.3.2 Application to Parametric Curves
10.3.3 Application to Parametric Surfaces
11 Terrain
11.1 Data Representations
11.2 Level of Detail for Height Fields
11.3 Terrain Pages and Memory Management
12 Collision Detection
12.1 Static Line-Object Intersections
12.2 Static Object-Object Intersections
12.3 Dynamic Line-Object Intersections
12.3.1 Distance-Based Approach
12.3.2 Intersection-Based Approach
12.4 Dynamic Object-Object Intersections
12.4.1 Distance-Based Approach
12.4.2 Intersection-Based Approach
12.5 Path Finding to Avoid Collisions
13 Physics
13.1 Basic Concepts
13.2 Particle Systems
13.3 Mass-Spring Systems
13.4 Deformable Bodies
13.5 Rigid Bodies
14 Object-Oriented Infrastructure
14.1 Object-Oriented Software Construction
14.2 Style, Naming Conventions, and Namespaces
14.3 Run-Time Type Information
14.4 Templates
14.5 Shared Objects and Reference Counting
14.6 Streaming
14.7 Startup and Shutdown
14.8 An Application Layer
15 Mathematical Topics
15.1 Standard Objects
15.2 Curves
15.3 Surfaces
15.4 Distance Algorithms
15.5 Intersection Algorithms
15.6 Numerical Algorithms
15.7 All About Rotations
15.7.1 Rotation Matrices
15.7.2 Quaternions
15.7.3 Euler Angles
15.7.4 Performance Issues
15.8 The Curse of Nonuniform Scaling
Bibliography
Index
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