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1. 3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) by David H. Eberly | |
Hardcover: 1040
Pages
(2006-11-17)
list price: US$79.95 -- used & new: US$47.24 (price subject to change: see help) Asin: 0122290631 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description This text is a virtual encyclopedia of expertise that's based on the author's own work and research in the gaming industry. It provides the mathematical notation, algorithms, and C++ code (on the accompanying CD-ROM) that are needed to build fast and maintainable game engines. Early sections start with the basics, with the math that's used to work with common 3-D objects (like spheres and boxes). Highlights include a high-powered review of quaternion algebra--in many cases, the preferred way to transform 3-D data. The chapters on graphics pipelines explain the math that's behind representing and rendering a 3-D world in 2-D with intervening effects like lighting and texture mapping. A variety of current algorithms are provided for representing 3-D scenes, efficient picking (which allows a programmer to determine the object in a 3-D world that has been selected), and collision detection (in which objects collide virtually). In the game software of today, curves--and not individual triangles or polygons--often are used to represent 3-D objects. Algorithms that are used to turn curves into rendered surfaces are provided, too. Later sections look at the current thinking about animation techniques for characters (including key frames, inverse kinematics, and skinning (in which digital skin is fitted over digital bone to create more realistic-looking movement)). How to represent terrain inside virtual worlds also is explained. The book closes with excellent material on such cutting-edge special effects as lens flare and projected shadows, which can add an extra level of realism to a video game. An appendix examines guidelines for designing object-oriented game software in C++. Filled with mathematical insight and expert code that puts each principle or algorithm to work, 3D Game Engine Design provides an expert view of what goes into building a state-of-the-art game engine. --Richard Dragan Topics covered: Customer Reviews (63)
Pretty good
robertsjchen
A thousand pages of pure knowledge!
A deceptively titled mathmatical exercise
Everything you need, and then some |
2. D.H.Eberly's3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) [Hardcover]2006) (2 edition) by D.H.Eberly. | |
Hardcover:
Pages
(2006)
-- used & new: US$118.81 (price subject to change: see help) Asin: B0041YMOBO Canada | United Kingdom | Germany | France | Japan | |
3. D.H.Eberly's3D Game Engine Design, Second Edition(3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) [Hardcover]2006 by D.H.Eberly | |
Hardcover:
Pages
(2005)
-- used & new: US$110.99 (price subject to change: see help) Asin: B0041OILDY Canada | United Kingdom | Germany | France | Japan | |
4. Real-Time Computer Graphics | |
Paperback: 122
Pages
(2010-08-03)
list price: US$51.00 -- used & new: US$50.99 (price subject to change: see help) Asin: 6131104301 Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description |
5. D.H.Eberly's 3DGameEngineDesign,SecondEdition(3DGameEngineDesign, Second Edition: A Practical Approach to Real-Time Computer Graphics(TheMorganKaufmannSeriesinInteractive3DTechnology)[Hardcover]2006 by D.H.Eberly | |
Hardcover:
Pages
(2005)
-- used & new: US$119.45 (price subject to change: see help) Asin: B0041OLW3U Canada | United Kingdom | Germany | France | Japan | |
6. Demo (Computer Programming): Interactivity, Multimedia, Subculture, Demoscene, Demogroup, Computer programming, Music, Drawing, Real- time computing, Computer ... graphics, Demo effect, Full screen effect | |
Paperback: 192
Pages
(2009-12-21)
list price: US$78.00 -- used & new: US$72.85 (price subject to change: see help) Asin: 6130259050 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description Customer Reviews (1)
READ THE PRODUCT REVIEW... |
7. GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics by Randima Fernando | |
Hardcover: 816
Pages
(2004-04-01)
list price: US$74.99 -- used & new: US$50.00 (price subject to change: see help) Asin: 0321228324 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Customer Reviews (6)
Broad spectrum of visual tips, techniques and effects! The text is divided into six major parts: natural effects, lighting and shadows, materials, image progressing, performance and practicalities, and beyond triangles.Each part has anywhere between 5 to 9 chapters (for an overall total of 42 chapters).The chapters are separate white papers related to the overall part's major topic.For example, the natural effects part contains chapters on water caustics, Perlin noise, creating realistic fire, and diffraction just to name a few. Generally, each chapter has an introduction, a background with some mathematics, an implementation occasionally with some partial source code, a conclusion, and key references.While a different author writes each chapter, the overall feel of the book is consistent and smooth.The chapters read very similar to a SIGGRAPH paper without as much math or specific detail. Take for example, the chapter on stereograms - a process by which a 2D image encodes stereo information that when viewed correctly reveals a 3D scene.The chapter has brief background section that includes several helpful color examples.The author discusses how to create such an image using the fragment program capabilities of a GPU using the z-buffer as a depth map and provides a demo program on the CD.Many of the articles follow the same format - enough of a topic to provide understanding, but not enough depth to be comprehensive or fully instructional. The topics presented are extremely current.Many of the samples provided on the CD required the latest video hardware (GeForce4 or better) and latest drivers to run.The sample programs and demos require shader support, Cg, OpenGL, or the latest version of DirectX to run.On the plus side, the majority of the companion topics included pre-compiled binaries (but not the runtime dynamic link libraries) or an AVI illustrating the subject in addition to the source code.While the CD contains over 600 MB of examples from the text, it provided only 23 of the 42 topics covered in the book.Since most of the articles provide an overview and references to a topic, additional material on the CD would have been beneficial. The majority of the contributors are from the Nvidia Corporation which causes the book to bias toward their hardware and developer tools.In fact, one of the chapters is featured FX Composer, Nvidia's shader tool.The source code is a mixture of different shader languages from Microsoft's HLSL to Nvidia's Cg - with various authors using whatever was comfortable or convenient.Although the majority of the material presented is applicable to other hardware, it is critical to have a broad understanding of various shader languages if porting to specific hardware is important. I found the wide range of subjects quite interesting - and was refreshed that the topics actually seemed "ahead of the curve" in terms of hardware requirements.However in order to provide more subject depth, it seemed that the text could have been split into two volumes in order to expand the existing chapters with sufficient depth.As the material is just enough to get one started, the subject treatment may disappoint some readers seeking to apply the clever and unique techniques presented in the book directly or those hoping to use the book as an opportunity to learn some of the advanced features provided in a programming graphical processing unit.
Very hard to read
Very good!!!
Wow! The content of the book is somewhat mixed. It's done as a collection of papers so the writing tends to vary from verbose to terse. For example the chapter on depth-of-field covers five different techniques in 15 pages with 13 medium to large graphics. That's impressive compression, but it means that it is very terse and the chapter amounts to little more than an overview.The very next chapter, on high-quality filtering, weighing in at 25 pages has a better balance of overview and detail. Despite it's inconsistencies the book is still a wonderful resource and, frankly, a nice coffee table book to boot. It's even got some unintentionally funny parts, like the section header before page 3 that shows the most un-natural looking monster you have ever seen with the title 'Natural Effects'. Hardly. Still, a great book and a fun read. Bravo AW and nVIDIA.
A Killer Book for HARD CORE Programmers The background stuff:There are just under 50 authors that have collaborated to create this book.Just about all of them have a Ph.D from big name schools and I believe every one of them has at least a Master's degree.Most, but not all are folks from NVIDIA.The whole book is about 800 pages including intro/indexes et al. I really liked the book, but there's two things wrong with it.1)If you don't have a VERY strong background in Graphics programming, you will be utterly clueless what's going on.There's No middle ground. 2)You need a pretty powerful graphics card to work through the examples, which, considering the target audience isn't unfair for them to assume.I have a fairly powerful card on my desktops, but my laptop just doesn't cut it and that's kind of a pain if you read on the run like I do. As far as negative comments go, that's it. So what's cool about it?The EFFECTS!Like I mentioned, if there's a cool special effect in a video game or movie, this book shows you how to do it. To summarize a few: 1)Uru:Ages Beyond Myst.If you are familiar with the game and the large bodies of water that are employed, Chapter 1 explains it in depth.There's a good discussion of Gerstner waves , vertex shading and overall simulation models. All in all I think this book is first rate. The effects absolutely rock, all of them are cool, and the picture quality in the book is superb.Just about every cool effect you'll want to deal with it covered in depth here and you won't leave the table hungry.I really can't emphasize enough though, this isn't a book for hobbyists.Much of the text is written primarily in symbolic math grammar and some of the simpler math involves manipulating Jacobian matricies for instance.If you want to really polish your graphics skills, this book is for you. ... Read more |
8. IEEE Iccv Workshop on Recognition, Analysis, and Tracking of Faces and Gestures in Real-Time Systems: 13 July 2001, Vancouver, B.C., Canada : Proceedings by IEEE Computer Engineering, PR&&&&, IEEE | |
Paperback: 130
Pages
(2001-08)
list price: US$135.00 -- used & new: US$436.82 (price subject to change: see help) Asin: 0769510744 Canada | United Kingdom | Germany | France | Japan | |
9. The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics by Randima Fernando, Mark J. Kilgard | |
Paperback: 384
Pages
(2003-03-08)
list price: US$59.99 -- used & new: US$24.64 (price subject to change: see help) Asin: 0321194969 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Customer Reviews (14)
Cg tutorial
excellent guide to using cg
High-grade, low-math intro to vertex shaders
Good intro to shaders The book starts with a history of shaders and programmable hardware, an overview of Cg, and a summary of related technologies, such as HLSL and CgFX. It then spends some time covering the syntax and semantics of Cg, and then moves on to the core material of the book, in which the authors explain key graphics pipeline functionality and how it can be implemented using Cg. The book concludes with several appendices covering the Cg runtime, CgFX file format, and Cg standard library, as well as other reference material. The topics covered include transformations, animation, lighting, environment mapping, bump mapping, fog, shadow mapping, toon shading, and projective texturing. The explanations are all clear and understandable, in particular the chapter on bump mapping, which is one of the easiest introductions to the topic I've encountered. Features of Cg are introduced as needed while explaining these topics, rather than introducing them all at once, which is very conducive to learning. In addition, the authors include warnings and workarounds for techniques which may not be supported on older hardware, as well as advice on attaining optimal performance. I have two primary complaints about the book. The first is that they never really discuss the application code using the shaders, which made it a bit difficult to understand how they fit in at times. The second is that the book isn't nearly as complete a reference as you might expect. For a great deal of the functions and functionality in Cg, they simply refer you to the Cg reference manual. Although this electronic document is freely available, it's fairly brief at times, so a more detailed explanation in the book would have been appreciated. Similarly, I would have liked to have seen more detailed explanation of CgFX, as well as examples of using it. Overall, though, this book does a very good job of introducing the reader to Cg and to shaders in general. If you're new to these topics, I'd recommend it. Even if you're a DirectX programmer intending to use HLSL, you'll find this book useful since the languages are identical (though the usage is of course different). If you're already an experienced graphics programmer with some knowledge of shaders, then you'll likely be able to find everything you need in the freely available documentation instead.
Good introduction to Cg This is an good introduction to the Cg shading language. It goes well beyond the free introductory PDFs on Cg that you can download from the nVidia site, and will quickly bring you up to speed. If you are unfamiliar with the new generation of graphics cards with programmable GPUs, you will love the introductory chapters. There is also an excellent chapter on bump mapping - the best, practical explanation of the technique I have ever seen. (Other books keep harping about tangent space, without explaining *why* you choose tangent space - never mentioning that it *is* possible to do it in object space.) Now, for a few gripes: 1. There is no clear explanation for how exactly information (say, a calculated light position) should be passed from the vertex program to the fragment program. There are many ways to do this, and there is no suggested way of doing this. (eg: I can use outfloat3 var: POSITION, NORMAL, COLOR0, TEXCOORD0 - which one should I use and why?) 2. The vertex and fragment programs are given as such without any calling code. This may be really tough for beginners. 3. It does not provide a good reference to all the built in Cg functions. In many cases, you have to guess whether a function returns a value or modifes a parameter passed in. For example, there is only 1 line in the book about the faceforward(Ng, I, N) call. What is Ng? Does this function return any value? 4. The utility value of this book will plummet after you go through it once, since it is only an introduction. So I feel it should be priced accordingly. $45 is too much. I recommend getting it used, like I did, for half the price. I like the book, but it is definitely not in the calibre of the Red book. (The OpenGL programming guide) ... Read more |
10. World War II: Frontline Command: Real-time Strategy, 3D Computer Graphics, World War II, The Bitmap Brothers, Focus Multimedia, Morale, Z: Steel Soldiers, Eurogamer, IGN, GameSpot | |
Paperback: 84
Pages
(2010-01-26)
list price: US$48.00 Isbn: 6130372019 Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description |
11. Real-Time Rendering, Third Edition by Tomas Akenine-Moller, Eric Haines, Naty Hoffman | |
Hardcover: 1045
Pages
(2008-07-31)
list price: US$89.00 -- used & new: US$88.99 (price subject to change: see help) Asin: 1568814240 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The termrendering, as it applies to computer graphics, refers to themathematically intensive process of creating a picture or sequence offrames based on geometry. The duration of this process is dependent onthe complexity of the scene (a forest with many trees and thousands ofleaves will take much longer to render than a scene consisting of awhite box over a gray background) and the speed of the hardware doingthe calculations. When Pixar's Toy Story was firstreleased, the computer animation community was all abuzz with how itwas done, and someone at Pixar mentioned that over 100 SGIworkstations were used for rendering the frames over the course ofalmost two years. Someone else extrapolated this data and figured outthat the same movie could have been rendered on one contemporary PCover the course of about 80 years. The authors deftly answer thequestion, not only asserting that it can be done, but since this bookis a programmer's guide, they list snippets of programming algorithmsthat help outline how it can be done. Because the softwareand hardware is constantly and rapidly evolving due to the insatiableneed for more realistic and complex graphics, the book avoids gettingtoo specific. To quote the authors, "The field is rapidly evolving,and so it is a moving target." This lack of specificity doesn'tdetract from the usefulness of the book, though. Instead, it works ata higher, more abstract level, describing approaches to renderingtechniques using generic algorithms. It is up to the programmer toapply these methods to the specific program or system on which it isto be implemented. Real-Time Rendering describes some verycomplex methods, and this book is not for the average computergraphics creator. However, if you are working in an industry thatdepends on real-time rendered animation--like the gaming, medical, ormilitary fields--or you are building the next-generation real-timerender engine, this book will offer insight and concepts you can useto build some impressive software. --Mike Caputo Customer Reviews (48)
A Must Read and Keep
Great concept book
Marvelous book on rendering
Awesome book!
Nice book |
12. Amiga Real-Time 3D Graphics by Andrew Tyler | |
Paperback: 280
Pages
(1992-10)
list price: US$39.50 Isbn: 1850582750 Canada | United Kingdom | Germany | France | Japan | |
13. Computer Graphics and Virtual Environments: From Realism to Real-Time by Mel Slater, Anthony Steed, Yiorgos Chrysanthou | |
Hardcover: 570
Pages
(2001-10-08)
list price: US$67.00 -- used & new: US$17.99 (price subject to change: see help) Asin: 0201624206 Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description |
14. Real-Time Shader Programming (The Morgan Kaufmann Series in Computer Graphics) by Ron Fosner | |
Paperback: 424
Pages
(2003-01-14)
list price: US$76.95 -- used & new: US$15.70 (price subject to change: see help) Asin: 1558608532 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description Customer Reviews (7)
OK book on shader programming basics
Where is the content?
A nice introduction to a complex subject Shaders are a relatively new option in the rendering pipeline.By taking explicit control over how vertices and pixels are processed by the graphics hardware, a virtually unlimited number of special effects are available to the programmer.Generally, custom lighting, coloring, or texture mapping are used to create a unique look for an application. Beginning with elementary vector math, the book moves quickly into lighting theory.The lighting chapter highlights the mathematical approximation of physically based lighting using the traditional ambient, specular, diffuse, and emissive colors in a scene.Representations for reflection and refraction are derived from Snell's Law, and Fresnel equations.Finally, non-photo realistic rendering (from cel shading, tonal art maps, and hatching) is covered through pictures and a wealth of external references.The chapter makes for an enjoyable read by providing an understandable background to lighting techniques to non-seasoned graphics programmers. Fosner describes how to set up the DirectX pipeline to use shaders.While he touches on some of the nuances you're likely to encounter, the DirectX section seemed a bit sparse compared to the earlier chapters.The DirectX setup calls specific to shaders were well documented, however the chapter didn't dwell on creating the pipeline. In the subsequent chapter, Fosner discusses several current shader creation and visualization tools.The chapter is relatively short in length perhaps due in part to the volatility and newness of cutting edge shader tools.While high level shader tools, like Nvidia's Cg or Microsoft's High Level Shader Language were briefly mentioned, the book instead focused on the shader language primitives.As such, it provided a sound fundamental shader approach that is universal to all higher-level shader implementations. Having the groundwork firmly in place, Fosner provides a wealth of shader examples.Starting with the minimal vertex shader, additional functionality is layered to build more complex shaders.Sample shaders are developed using the lighting equations presented earlier.While it may take a little time to digest some of the more sophisticated examples, like the cartoon shader, the text provides adequate descriptive detail coupled with helpful color pictures to make it easier. The final chapter provides a vertex and pixel command reference.Each command describes the supported shader version, usage, and a short example.The book covers shader implementations for both DirectX 8.x and DirectX 9.Differences between the two versions are noted throughout the sample code and reference section.When appropriate, additional notes on specific DirectX versions are also provided.Fosner does a good job of providing references throughout the book for further information on a subject. While having familiarity with the rendering pipeline, I found this book very approachable and easy to understand despite not being a low-level graphics programmer.The writing and companion tools provided challenged me to explore the world of shaders and attempt to write some of my own.The tools were a great aid, since it alleviated me from having to write my own engine, and instead focus on the actual shader code.Writing in pseudo-assembly may not seem like fun, but it was - especially when you could experiment with one of the pre-coded routines Fosner supplied and view the results of a vertex or pixel shader routine through RenderMonkey instantly. Shaders will play an increasingly important role in game development as they allow immense visual flexibility with which to create a unique appearance.Fosner's book presents the introductory groundwork necessary for developing custom shaders.For programmers who are new to shaders or want to experiment with different rendering effects, this book is a great place to start.
Excellent introduction to DirectX shaders
Disappointing |
15. Real-Time Cameras by Mark Haigh-Hutchinson | |
Hardcover: 544
Pages
(2009-04-14)
list price: US$59.95 -- used & new: US$42.24 (price subject to change: see help) Asin: 0123116341 Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description |
16. Real-Time Volume Graphics by Klaus Engel, Markus Hadwiger, Joe Kniss, Christof Rezk-Salama, Daniel Weiskopf | |
Hardcover: 515
Pages
(2006-07-24)
list price: US$79.00 -- used & new: US$75.02 (price subject to change: see help) Asin: 1568812663 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description Customer Reviews (2)
A very pragmatic book!
It's an advanced computer and game developer's primer important for any comprehensive collection. |
17. Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology) by Christer Ericson | |
Hardcover: 632
Pages
(2005-01-05)
list price: US$86.95 -- used & new: US$50.10 (price subject to change: see help) Asin: 1558607323 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description Customer Reviews (21)
Bravi!
A must-have
Excellent reference text!
I wish I could have just gotten this in the first place
Geometry bible |
18. Real-time 3D Graphics for the Atari S. T.: A Practical Guide to 68000 Assembler Programming by Andrew Tyler | |
Paperback: 264
Pages
(1991-04-30)
Isbn: 1850582173 Canada | United Kingdom | Germany | France | Japan | |
19. C++ Real-Time 3d Graphics by Andrew Tyler | |
Paperback: 300
Pages
(1994-03)
list price: US$57.50 Isbn: 1850585067 Canada | United Kingdom | Germany | France | Japan | |
20. Real-Time Shading by Marc Olano, Wolfgang Heidrich | |
Hardcover: 368
Pages
(2002-07)
list price: US$69.00 -- used & new: US$18.01 (price subject to change: see help) Asin: 1568811802 Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description I. Fundamentals: A concise introduction to the science of shading,lighting, and texturing, and the structure of modern graphicshardware. II. Building Blocks for Shading: Describes algorithms and usefulapproximationsto the fundamental techniques. Documents usual (andunusual) uses of texture coordinates, image compositing, andenvironment maps. III. High-Level Procedural Shading: Reviews all real-time shadinglanguages and compilers available, as well as shading APIs. IV. And Beyond: Considers future developments in shading hardware andtheir implications for real-time shading.AUTHORBIO: Marc Olano iscurrently at SGI (Silicon Graphics).He received his Ph.D. from theUniversity of North Carolina. John C. Hart is an Associate Professor in the Department of ComputerScience at the University of Illinois Urbana-Champaign. Wolfgang Heidrich is a faculty member of the Computer Science Department at The University of British Columbia. Michael McCool is an Associate Professor in the Computer Graphics Lab within the Department of Computer Science at the University of Waterloo. |
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