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21. 3D Games: Real-Time Rendering and Software Technology, Volume 1 (With CD-ROM) by Alan Watt, Fabio Policarpo | |
Hardcover: 800
Pages
(2000-12-15)
list price: US$73.20 -- used & new: US$14.98 (price subject to change: see help) Asin: 0201619210 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description Customer Reviews (18)
This ones nothing to brag about...
excellent book
This is an excelent book
Nice Source Bad book Saying that the source is nice and taught me a lot, bsp trees + a bit about collisions. Im glad I have the source but the book seems thrown together and shabby. I just think they could have done a better job making it readable starting 3D engine book rather than a shabby reference book.
...to those who write reviews and those who read them |
22. Real-time 3D Character Animation with Visual C++ by Nik Lever | |
Paperback: 496
Pages
(2002-01-22)
list price: US$80.95 -- used & new: US$43.95 (price subject to change: see help) Asin: 0240516648 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description Customer Reviews (3)
Not really what I wanted
Very useful in all aspects.
Useful |
23. GPU-BASED REAL-TIME SOLID VOXELIZATION FOR VOLUMEGRAPHICS: Theory and Practice: Volume Modeling andVolumetric Collision Detection by Duoduo Liao | |
Paperback: 120
Pages
(2009-07-05)
list price: US$69.00 -- used & new: US$53.86 (price subject to change: see help) Asin: 3639171330 Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description |
24. Real-Time Computer Vision (Publications of the Newton Institute) | |
Hardcover: 248
Pages
(1995-04-28)
list price: US$120.00 -- used & new: US$1.49 (price subject to change: see help) Asin: 0521472784 Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description |
25. Distributed Simulation and Real-Time Applications (Ds-RT 2001): 5th IEEE International | |
Paperback: 121
Pages
(2001-12)
list price: US$125.00 -- used & new: US$125.00 (price subject to change: see help) Asin: 0769513484 Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description |
26. 3D Games, Volume 2: Animation and Advanced Real-time Rendering by Alan Watt, Fabio Policarpo | |
Hardcover: 600
Pages
(2003-04-06)
list price: US$80.00 -- used & new: US$41.90 (price subject to change: see help) Asin: 0201787067 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description Customer Reviews (2)
A Big Help
Real Time Rendering & Games Technology Some of the topic covered include: Gamespace (BSP, PVS...) management, LightMap creation and challenges, Camera control, Collision Detection and Response, Path Planning and AI, Shader and TexureMapping with various effects, Character Animation, Skeletal Mesh Animation and related issues as well as the fly3d2.0 environment and support and tutorials to play with and to make these ideas real... The text is clearly and concisely written and Mr. Watt demonstrates a commanding expertise in these topics without a lot of gimmicky embellishments or self-aggrandizement common in other more fly-by-night texts.This is a real hardcover edtion made to last by a quality computer technology publisher.Watt obviously maintains a close relationship with coauthor Policarpo the designer of the fly3d engine so writing ties in well with the fly3d platform but is not limited by or to it. I cheerfully recommend this book to anyone who is interested in learning the sometimes difficult and challenging topics of game creation, expansion and maintenance.It is a demanding subject not for the weak of heart that can be difficult and time consuming to master. I've found there are a lot of other books out there that promise to deliver by tempting the potential buyer with the ease and completeness their books will include; however, I have not come across any others as yet that come close to the coverage and approach this (and the previous) volume supplies. Before I bought this book I already had tried other approaches to learning this material but found the all the books I'd bought offered poor to none of the support and potential that 3d Games Vol. II together with the fly3d platform delivers.To learn this material one needs to be able to play with the ideas and be excited about the possibilities and have the ability to play with real tools in a real games environment.3d Games Vol. II is concise, helpful, well-written, and enjoys a small but dedicated community available through the website. .... |
27. Real-Time Cinematography for Games (Game Development Series) by Brian Hawkins | |
Paperback: 326
Pages
(2005-01-28)
list price: US$49.95 -- used & new: US$0.01 (price subject to change: see help) Asin: 1584503084 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description Real-Time Cinematography for Games provides this translation by teaching programmers and artists how to incorporate tried-and-true filmmaking techniques into their games. Beginning with an overview of filmmaking and cinematography basics, the book teaches how to tell a compelling story using camera placement based on character and environment. It explains how to handle a camera for panning, zooming, and cradle movement, and it details how to program these techniques into your games through code examples. From there, camera lenses and methods for achieving a variety of effects with software cameras are explored. Hands-on examples illustrate the importance of good lighting and how to handle transitions to new lighting arrangements. The next part of the book covers the essential areas of filters, sound effects, interactive music, movement, and dialog, including coverage of current voice recognition technology. The book wraps up with coverage of directing essentials. Programmers will find the entire book extremely useful, and designers and artists will find the large amount of creative uses of filmmaking techniques invaluable. Every chapter is written with two major parts: creative and technical. The creative section looks into the techniques and practices of the film industry and teaches how artists and designers can use these techniques in games. The technical sections then explain how to implement these techniques into games through practical code and equations. The technical sections require knowledge of basic programming and computer graphics concepts. This is the one resource programmers and designers need to ensure that they are producing Hollywood-quality graphics that will keep your players coming back for more! TOPICS COVERED: Key Features Customer Reviews (2)
A very disappointing and vague book for the game developer
How to translate programming techniques into effective games |
28. Real-Time Interactive 3D Games: Creating 3D Games in Macromedia Director 8.5 Shockwave Studio by Allen R. Partridge, Allen Partridge | |
Paperback: 600
Pages
(2001-11-20)
list price: US$59.99 -- used & new: US$35.49 (price subject to change: see help) Asin: 0672322854 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description This is a large book, with ample technical examples and code snippets to complement the discussion at hand. (Don't worry, it's all on the CD-ROM.) The author presents both a broad view--there are chapters devoted to properly designing the flow of the game and the design of the characters and their traits--as well as specific Director techniques. Screen shots accompany the majority of examples when appropriate, and code snippets are clearly formatted in a different font and are well commented on. Structured around three main parts, Partridge's book first explores the "dramatic structure of games." This is less about how an interactive 3-D game is built than why one is built the way it is; this first part is worth the price of the book alone. There is insight here that goes far beyond the usual technical how-to guide. Another section worth noting includes the chapters on 3-D character creation using 3ds max or Maya. Building, texturing, and animating low-resolution polygon characters is an art in itself, but successfully importing that data into Director and using the models would be nearly impossible without the vital insight given in this book. 3-D rendering on the fly? An environment for authoring first-person-shooter games? Low-polygon models with textures rendered dynamically? This is not your father's Macromedia Director. --Mike Caputo Customer Reviews (5)
Never really got into it
Not worth it
So So
Poorly written If you want a book that touches on some of the same principles, take a look at "shockwave 3d" by Jason Wolf. This book was excellent, explained concepts with sufficient detail, and will give you that "That is exactly what i wanted to do, lets do it!" feeling.
An excellent insight into game conception and design |
29. Designing 3d Graphics: How to Create Real-Time 3d Models for Games and Virtual Reality by Josh White | |
Paperback: 383
Pages
(1996-08-01)
list price: US$39.95 -- used & new: US$5.00 (price subject to change: see help) Asin: 0471149268 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description In this powerful book/CD-ROM package, top computer graphics artist Josh White tells you everything you need to know to create sophisticated real-time 3D graphics for computer games and virtual reality. This book contains the in-depth knowledge of software tools and hands-on modeling techniques that Josh White has learned while creating artwork for over 20 commercial games, including Descent, Zone Raiders, Locus, Legoland, and others. In this nonprogrammer's guide to 3D graphics, you'll learn how to: Here's just some of what you'll find on the CD-ROM: JOSH WHITE is founding partner of Vector Graphics and an expert in the area of real-time 3D modeling. He has extensive experience in very diverse areas of 3D modeling, including mechanical engineering simulations, computer game modeling, fluid flow simulations, and virtual world creation. He has contributed artwork to over 20 commercial games, and trains other professional computer game artists in basic and advanced modeling techniques. Customer Reviews (3)
I Hate this book
Good techniques, a little outdated
Artistic fever |
30. Real-Time Vision for Human-Computer Interaction | |
Paperback: 301
Pages
(2010-10-29)
list price: US$149.00 -- used & new: US$149.00 (price subject to change: see help) Asin: 1441939083 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description The need for natural and effective Human-Computer Interaction (HCI) is increasingly important due to the prevalence of computers in human activities. Computer vision and pattern recognition continue to play a dominant role in the HCI realm. However, computer vision methods often fail to become pervasive in the field due to the lack of real-time, robust algorithms, and novel and convincing applications. This state-of-the-art contributed volume is comprised of articles by prominent experts in computer vision, pattern recognition and HCI. It is the first published text to capture the latest research in this rapidly advancing field with exclusive focus on real-time algorithms and practical applications in diverse and numerous industries, and it outlines further challenges in these areas. Real-Time Vision for Human-Computer Interaction is an invaluable reference for HCI researchers in both academia and industry, and a useful supplement for advanced-level courses in HCI and Computer Vision. Customer Reviews (1)
Yet another core dump |
31. Real-Time 3D Terrain Engines Using C++ and DirectX 9 (Game Development Series) by Greg Snook | |
Paperback: 374
Pages
(2003-06)
list price: US$49.95 -- used & new: US$22.17 (price subject to change: see help) Asin: 1584502045 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description The book is dedicated to teaching the fundamentals of programming apopular 3D engine type the gReal-Time 3D TerrainEngine.h Throughout the book, the focus is on the essential topicsof outdoor terrain rendering. So whether you are new to 3D engineprogramming or a seasoned veteran, Real-Time 3D Terrain Engines UsingC++ and DirectX 9 will teach you how to use the latest advancements inhardware accelerated rendering, and provide all of the tips, tricks,and ideas you need to build your own, complete 3D terrain engine. Skills Needed: It is assumed that you are familiar with C++, Direct X,math, and geometry and that youfre ready to move into 3D enginedesign and real-time terrain visualization. ON the CD-ROM System Requirements: Customer Reviews (25)
dated and dangerous
Programming is not for the lazy!!!!
grinding code
Excellent on theory, weak progression of examples
Good book but fairly old |
32. Computer Vision: Specialized Processors for Real-Time Image Analysis: Workshop Proceedings Barcelona, Spain, September 1991 (ESPRIT Basic Research Series) | |
Hardcover: 216
Pages
(1994-09-29)
list price: US$107.00 -- used & new: US$96.28 (price subject to change: see help) Asin: 3540570160 Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description |
33. KAYDARA AND BOXX DEBUT REAL-TIME 3D GRAPHICS W/ VIDEO I/O.(Product Announcement): An article from: Computer Workstations | |
Digital: 3
Pages
(2002-05-01)
list price: US$5.95 -- used & new: US$5.95 (price subject to change: see help) Asin: B0008F3X8S Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description |
34. Real-Time Object-Oriented Modeling by Bran Selic, Garth Gullekson, Paul T. Ward | |
Hardcover: 560
Pages
(1994-04-22)
list price: US$64.99 -- used & new: US$46.85 (price subject to change: see help) Asin: 0471599174 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description Customer Reviews (10)
Good state machine methodology
Useful, but mostly as a historical document That doesn't matter. In its time, ROOM was wild, innovative, and a topic of heated debate. It created a visual, highly abstracted language (back then, a questionable novelty) around an intensely parallelized model of computing (also a questionable novelty), at a time when "real-time" often meant lots of assembly programming in command-line environments. I was doing embedded development back about then - based on the mind-set of the time, I'm surprised that ROOM had the success and influence that it did. Surprised but pleased. Lots of the ROOM techniques and notations survive in UML and other development tools. Modern component programming environments, JavaBeans included, show many signs of direct descent from the ROOM techniques. Still, there's a long way to go. ROOM may have been way ahead of its time, and languages still haven't caught up fully to its models of communication and parallelism. As impressive an achievement as ROOM was (and is), I have some reservations about it. It relies pretty heavily of state machines for modelling the interacting components. State machines are a good tool, but quite unfamiliar to most software developers these days. I'm not sure whether that's a fault of the methodology or of today's programmers. I also have reservations about any methodology that requires me to buy someone's tools. The authors state that the design methodology can be used without their tools - based on ROOM's complexity, I doubt it. Also, I have a serious distrust of any programming environment that takes over so much of the process. Such tool sets tend to leave me feeling cramped, with little way to express my ideas in different terms. Finally, I'm sure it does all it says it does. Even so, the moment always comes when the tool-generated subsystems need to be opened up for debugging, or when the system has to be open to interaction with other development tools. Real-time and embedded systems tend to be so idiosyncratic and demanding that both kinds of openness in an IDE are compulsory. I just don't see the way out of the closed ROOM. My present interest is not so much in the ROOM methodology itself, although I'm interested in methodology in general. Instead, I'm studying the visual notation it developed for expressing complex computations. Whatever ROOM's faults and whatever its later history, it's still worth attention.
Concepts are incredibly valid and useful
Too old
Excellent Presentation of OO for Embedded Development |
35. Animating Real-Time Game Characters (Game Development Series) by Paul Steed | |
Paperback: 392
Pages
(2002-12-05)
list price: US$49.95 -- used & new: US$14.95 (price subject to change: see help) Asin: 1584502703 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description With the popularity of games like Quake III: Arena, Unreal Tournament, and Warcraft III, real-time gaming is here to stay. Whether youíre a working professional or an eager novice, Animating Real-Time Game Characters will absolutely help you improve your character animation skills using 3ds max and character studio. HIGHLIGHTS ON THE CD-ROM Customer Reviews (6)
Don't be misled
Libro un pò vecchiotto ma utile
animation weapon
Try real hard to be like Paul If you are one of the very few people who can bear with the tough and unbelievable demanding nature of the game programming industry, Paul Steed will be your no.1 instructor.I have read both Paul's books, this one and the other one, "Modeling a Character in 3ds Max 4".To be frank, even with such a fascinating 3d tool like 3ds Max 4, or Maya or Lightwave, it's still very hard for anyone to really develope a professional-like 3ds character, like the one Paul Steed shows you in both books - one is Betty Bad, the other is Callistro.There are a lot of screenshots in this book, "Animating a Real Time Game Character", and Paul put his instructions and professional tips right next to every screenshot, that makes it really easy to follow how to use 3ds Max 4 or Max 5. The other excellent thing of this book is that, remember, Paul is really one of the best (to be frank, I would call Paul the no.1 in modeling 3ds character) modellator in the game developing industry... just download the Quake2Arena demo game from id software and play it on your own PC, you know what I mean.Paul is just like telling and teaching his readers how to model/create and animate an unbelievable 3ds character in a fascinating game, like Quake... But after reading and practicing the whole book.... I learned how to create and animate a very professional-like 3ds game character, just like one of those in your amazing game "Quake2 Arena"....Paul... you are doing too good to your readers and too bad to yourself. Frankly, the "Betty Bad" game demo comes with the book worth 40 bucks... So, anyone who read my review and is interested in game programming and in the computing industry, don't hesitate, buy all Paul's books and start working on it... Paul will teach you all the most difficult, useful, stunning skills, you can be a professor in college after reading Paul's books... so why waste time and money and learn nothing in college.... face the truth, face yourself, be a man....accept the challenge in the REAL game developing industry!!!!! You will thank me. P.S. Paul, I know you are crazy busy with your work... but when will you write your next one???
Get way ahead of people learning to be animators with this!! Thanks to your easy-to-understand-and-follow-book, I'm now way ahead of my character setup & animation class at my school (art institute of portland). Keep in mind, this was just in a matter of days I went from clueless to...well, not so clueless!! For people wondering if this will indeed improve their character rigging and/or animating skills: It will. If you're already comfortable in using Max 4 or 5, you can easily take Paul's walkthoughs of rigging your character of any kind with biped and using physique to attach the mesh to the biped and be well on your way to understanding how to rig any future characters you create for excellent and easy animation. Well, easy to a point, anyway. You know how it is. With Paul's excellent methods of key frame animation, as well as using mocap, you'll be able to create convincing animations that no one would scrutinize! Even Paul's short-but-sweet section on things to consider when building a mesh can even improve your modeling techniques and thought process of when designing a character for optimum animating, hence the title of the section, 'built to move.' The one thing that makes Paul's books so nice is that you don't even have to use the packaged files to understand how to apply his methods of madness, you can just go straight from his examples and apply it to your own work and come away with the same oustanding results. I modeled my first character with Paul's book 'modeling a character in 3ds max' by just using his techniques and came away with a model better than almost everyone in my class that had previous modeling experience. Like I said, you just plain rock Paul. Hopefully I'll gain the skills you have so graciously bestowed upon us lowly wannabe animators to reach your status in this industry as a top-notch realtime modeler/animator someday. So far, things are looking bright! ... Read more |
36. Real-Time Rendering Tricks and Techniques in DirectX (Premier Press Game Development (Software)) by Kelly Dempski | |
Paperback: 821
Pages
(2002-03-02)
list price: US$59.99 -- used & new: US$15.48 (price subject to change: see help) Asin: 1931841276 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description Most of the rendering techniques are based on vertex and pixel shaders. Included are three different techniques for generating shadows,reflection and refraction, Bezier surfaces, matrix palette skinning,bump mapping, image processing, and much more. There are also severaltechniques which are not based on shaders. There are chapters thatcover using the stencil buffer, video textures with DirectShow,picking, timing, 2D drawing, and drawing text efficiently. Eachchapter presents the theory behind the technique before walking thereader through the shader and application code that makes eachtechnique possible. Each chapter ends with a short discussion ofperformance considerations, limitations, and ideas forimprovements. After studying a given technique, the reader willunderstand what the technique is, why it works, and how it works. The CD includes several tools, as well as all of the application code,shader code, and media needed to implement the techniques. It alsoincludes sample applications and technology papers from nVidia andATI. As readers understand each technique, they can go to these thirdparty resources to see how other people have approached similarproblems. The book and CD give the reader a well rounded view of theseexciting rendering tricks and techniques. Customer Reviews (4)
Best Direct3D Book I've Seen Thus Far Outside of the SDK, this is the only D3D book that I continue to reference, even as I move to DirectX 9.
Good book
Good book
Simply Amazing D3D learning book! |
37. Real-Time Animation Toolkit in C++ by Rex E. Bradford | |
Paperback: 778
Pages
(1995-11-01)
list price: US$49.95 -- used & new: US$26.93 (price subject to change: see help) Asin: 0471121479 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description Customer Reviews (4)
Once upon a time it was a great book
Great Book!
cool c++ Graphics
Super book on PC-graphics |
38. Designing Groupware for Real-Time Drawing by Saul Greenberg, Stephen Hayne, R. Rada | |
Paperback: 248
Pages
(1995-07)
list price: US$40.00 -- used & new: US$128.30 (price subject to change: see help) Asin: 0077078993 Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description |
39. Iterated Function Systems for Real-Time Image Synthesis by Slawomir Nikiel | |
Paperback: 152
Pages
(2010-12-28)
list price: US$89.95 -- used & new: US$89.95 (price subject to change: see help) Asin: 1849966427 Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description This book offers a comprehensive explanation of iterated function systems and how to use them in generation of complex objects. Discussion covers the most popular fractal models applied in the field of image synthesis; surveys iterated function system models; explores algorithms for creating and manipulating fractal objects, and techniques for implementing the algorithms, and more. The book includes both descriptive text and pseudo-code samples for the convenience of graphics application programmers. |
40. Real-Time Massive Model Rendering (Synthesis Lectures on Computer Graphics and Animation) by Sung-eui Yoon | |
Paperback: 122
Pages
(2008-08-01)
list price: US$40.00 -- used & new: US$33.51 (price subject to change: see help) Asin: 1598297929 Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description |
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