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Polack T. — Focus On 3D Terrain Programming (Game Development)
Polack T. — Focus On 3D Terrain Programming (Game Development)



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Íàçâàíèå: Focus On 3D Terrain Programming (Game Development)

Àâòîð: Polack T.

Àííîòàöèÿ:

You have just found the only book on the market dedicated to 3D Terrain Programming. This title from the Premier Press Focus On series will be a very fun and exciting educational adventure through the world of 3D terrain packed full of demos, figures, and information. It will take you from the most basic terrain engines to those that play a very important part in flight simulations. Primarily targeted at the Win32/OpenGL platform, Focus On 3D Terrain Programming will teach you nearly everything that you need to know about terrain engines, period.


ßçûê: en

Ðóáðèêà: Computer science/

Ñòàòóñ ïðåäìåòíîãî óêàçàòåëÿ: Ãîòîâ óêàçàòåëü ñ íîìåðàìè ñòðàíèö

ed2k: ed2k stats

Èçäàíèå: 1

Ãîä èçäàíèÿ: 2002

Êîëè÷åñòâî ñòðàíèö: 220

Äîáàâëåíà â êàòàëîã: 17.10.2010

Îïåðàöèè: Ïîëîæèòü íà ïîëêó | Ñêîïèðîâàòü ññûëêó äëÿ ôîðóìà | Ñêîïèðîâàòü ID
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Ïðåäìåòíûé óêàçàòåëü
2D data structure, Ruettger’s quadtree algorithm      106—108
3D distance formula, geomipmapping      90—92
3D terrain, game development      5—7
AABB (Axis — Aligned Bounding Box)      99—100
Abstract class, defined      19
Add/Remove function      160
Air resistance, particle property      194
Algorithms, brute force      24—27
Algorithms, CLOD (continuous level of detail)      5
Algorithms, fault formation      27—33
Algorithms, midpoint displacement      33—37
Algorithms, ROAM      6 128—164
Algorithms, Roettger’s quadtree      78 106—126
Algorithms, screen-pixel determination      91—92
allocation function      160
Alpha blending, water rendering      169
Alternate demos, conventions used in book      8
Animations, water rendering      170
API, vertex buffer rendering advantages      81—82
Applications, terrain programming uses      4—5
Arguments, interpolation function      50
Axis — Aligned Bounding Box (AABB), frustum culling      99—100
Backbone data structure, ROAM algorithm      149—156
Base code, conventions used in book      8—10
Base nodes, improvements      133—134
Base nodes, tessellating      131—132
Billboarding, particle engines      198—199
Binary triangle tree, merge queue      132—133
Binary triangle tree, node improvements      133—134
Binary triangle tree, ROAM algorithm      129—132
Binary triangle tree, split queue      132—133
Binary triangle tree, tessellation levels      129—131
Boundaries, tiles      51—52
Bounding sphere, frustum culling      145—146
Brute force algorithm, heightmaps      24—27
Buffers, BinTriNode structure      134—135
Buffers, data      22—24
Buffers, diamond pool      153—154
Buffers, temporary      30
Buffers, vertex      81—82
Buffers, water rendering      172—174
C++ — Style File I/O, versus C-Style File I/O      21—22
C-Style File I/O, author’s recommendations      21—22
Camera-terrain collision detection      187—189
CD-ROM, contents structure      207
CD-ROM, file path conventions      8
CD-ROM, GUI      206
CD-ROM, installation      207
CD-ROM, system requirements      206
Children nodes, binary triangle tree node links      134
Children nodes, Roettger’s quadtree algorithm      110—111
classes, abstract      19
Classes, CQUADTREE      116—117
Classes, CTERRAIN      18—21
Classes, geomipmapping      88
CLOD      (see Continuous level of detail algorithms)
Cloud textures, Fractal Brownian Motion (FBM) theory      183—187
Cloud textures, sky-dome      182—187
Code, conventions used in book      8—10
Collision detection, camera-terrain      187—189
Collision detection, scaled function      21
Colors, elevation representation      17—18
Colors, light source      59—62
Colors, particle property      194
Colors, RGB value extraction      48—49
Components, book sections      11—13
Continuous level of detail (CLOD) algorithms advantages      77—78
Coordinates, texture (standard range)      40—41
Cosinelnterpolation function      185—186
Cracking      82—86
Cracking, avoidance methods      83—86
Cracking, CreateParticle function      195—196
Cracking, defined      76
Cracking, detail added where needed      77—78
Cracking, drawbacks      78
Cracking, game development      5
Cracking, geomipmapping maintenance      89—92
Cracking, geomipmapping theory      79—86
Cracking, if-else statement testing      84—85
Cracking, polygon culling      78
Cracking, screen-pixel determination algorithm      91—92
Current position, particle property      193
Data buffers, heightmap data loading      23
Data buffers, heightmap memory allocation      22
Data buffers, NULL pointer      23—24
Data interpolation, particle engines      199—200
DeBoer, Willem H., geomipmapping developer      79
Demo code, conventions used in book      8—10
Demos, alternate      8
Demos, CD — ROM      206
Demos, groupings      8
Demos, main      8—10
Demos, random      8
Demos, system requirements      206
Detail maps, defined      52
Detail maps, hardware multitexturing      54—55
Detail maps, ROAM algorithm      147—148
Diamond pool buffer, ROAM algorithm      153—154
Diamond-square algorithm, 1D explanation      34—35
Diamond-square algorithm, 2D explanation      35—37
Diamond-square algorithm, defined      33
Diamond-square algorithm, drawbacks      33
Diamonds, base unit      149
Diamonds, creation function      151—153
Diamonds, Enqueue function      158
Diamonds, merge function      159
Diamonds, parent/child links      150
Diamonds, priority update function      158
Diamonds, ROAM algorithm      149—154
Diamonds, split function      158—159
Diamonds, split/merge priority queue      156—160
Direct3D, vertex buffer use      82
Distance equations, Roettger’s quadtree algorithm      112—113
Distance-based fog      189—190
Duchaineau, Mark, ROAM algorithm developer      128
Dynamic lightmaps, lighting calculations      68—69
Dynamic lightmaps, slope-lighting calculations      69—71
Elevations, color representations      17—18
Elevations, erosion filter      30—31
Elevations, fault formation algorithm      28—30
enqueue function      158
Environmental topology, terrain application      5
Erosion filter, heightmaps      30—31
Error metric, ROAM algorithm      134—136
Fan centers, geomipmapping      94—96
Fault formation algorithm, defined      27—28
Fault formation algorithm, elevations      28—30
Fault formation algorithm, fractal terrain generation      27—33
FBM (Fractal Brownian Motion) theory      183—187
File paths, CD conventions      8
Filters, erosion      30—31
Filters, FIR      31—33
Flight simulators, terrain application      5
Floating-point operations. IEEE      139—141
Floating-point variables, temporary buffers      30
Fog, distance-based      189—190
Fog, vertex-based      191
For loops, procedural texture generation      48—49
Force buffer, water rendering      172—174
Formulas, 3D distance      90—92
Fractal Brownian Motion (FBM) theory, cloud textures      183—187
Fractal terrain generation, defined      27
Fractal terrain generation, erosion filter      30—31
Fractal terrain generation, fault formation algorithm      27—33
Fractal terrain generation, midpoint displacement algorithm      33—37
Frame-to-frame coherence, ROAM algorithm      136
Frequency, defined      184
Frustum culling, bounding sphere      145—146
Frustum culling, geomipmapping      98—101
Frustum culling, ROAM algorithm      144—148
Frustum culling, Roettger’s quadtree algorithm      115—116 125
FTexBottom function      41
FTexLeft function      41
FTexTop function      41
Functions, Add/Remove      160
Functions, Allocation      160
Functions, brightness extraction      64
Functions, Cosinelnterpolation      185—186
Functions, CreateParticle      195—196
Functions, diamond creation      151—153
Functions, dynamic lightmaps      68
Functions, Enqueue      158
Functions, erosion filter      31—33
Functions, freeing      160
Functions, fTexBottom      41
Functions, fTexLeft      41
Functions, fTexTop      41
Functions, GetBrightnessAtPoint      64 212
Functions, GetTrueHeightAtPoint      58—59
Functions, height retrieval      21
Functions, heightmap manipulation      21
Functions, iCurrentlteration      29
Functions, ilterations      29
Functions, iMaxDelta      29
Functions, iMinDelta      29
Functions, Init      117
Functions, interpolation      50
Functions, merge      159
Functions, node refine      118—119
Functions, node-rendering      111
Functions, Noise      184
Functions, priority update      158
Functions, PropagateRoughness      123—124
Functions, ranged random      185—186
Functions, RangedSmoothRandom      185—186
Functions, RefmeNode      117 124 125
Functions, region percentage calculations      45—46
Functions, RenderChild      139—142 144
Functions, RenderFan      93
Functions, rendering      119—121
Functions, RenderNode      117
Functions, RenderVertex      92—93 117
Functions, repeating textures      51—52
Functions, scaled      21
Functions, Shutdown      117
Functions, slope-lighting      68—71
functions, Split      158—159
Functions, tile generation      47—48
Functions, tile management      47—48
Functions, True      21
functions, Update      90 138 161 196—197
Game Developer Magazine      78
Game development, 3D terrain application      5—7
Game Programming Gems      82
Games, Black and White      5—6
Games, Max — Payne      65
Games, Quake      2 65
Games, Starseige: Tribes      5
Games, Treadmarks      5—7
Geomipmapping, 3D distance formula      90—92
Geomipmapping, Axis — Aligned Bounding Box (AABB)      99—100
Geomipmapping, CLOD algorithm      79—86
Geomipmapping, cracking      82—86
Geomipmapping, fan centers      94—96
Geomipmapping, frustum culling      98—101
Geomipmapping, geomorphing      101—103
Geomipmapping, initialization      88—89
Geomipmapping, Level of Detail (LOD)      80—81
Geomipmapping, maintenance      89—92
Geomipmapping, mipmapping similarities      79—80
Geomipmapping, neighbor structure      94—97
Geomipmapping, patch rendering triangle arrangement      80—81
Geomipmapping, patch structure variables      87
Geomipmapping, popping      91—92 101—104
Geomipmapping, Render function      92 98
Geomipmapping, RenderFan function      93
Geomipmapping, rendering functions      92—98
Geomipmapping, RenderPatch function      93—97
Geomipmapping, RenderVertex function      92—93
Geomipmapping, screen-pixel determination algorithm      91—92
Geomipmapping, shutdown      89
Geomipmapping, vertex buffers      81—82
Geomorphing, popping reduction      101—103
GetBrightnessAtPoint function      64
GetTrueHeightAtPoint function      58—59
Global Resolution Criteria equation, Roettger’s quadtree algorithm      112
Gouraud lighting, popping elimination      103—104
Graphics cards, vertex information preferences      82
Grayscale images, heightmaps      17
GUI (Graphical User Interface), CD — ROM      206
Hardware lighting, shortcomings      62—63
Hardware multitexturing, detail maps      54—55
Height-based lighting, defined      58
Height-based lighting, GetTrueHeightAtPoint function      58—59
Height-based lighting, light source coloring      59—62
Height-based lighting, lighting value calculations      59
Height-based lighting, shortcomings      60—62
Height-based lighting, visual explanation      59
Heightmap resolution dependency      49—52
Heightmaps, brute force algorithm      24—27
Heightmaps, data buffers      22—23
Heightmaps, described      16—18
Heightmaps, elevation colors      17—18
Heightmaps, erosion filter      30—31
Heightmaps, fault formation algorithm      27—33
Heightmaps, grayscale images      17
Heightmaps, loading      21—23
Heightmaps, manipulation functions      21
Heightmaps, memory allocation      22
Heightmaps, midpoint displacement algorithm      33—37
Heightmaps, pixels      17
Heightmaps, quadtree matrix      109—111
Heightmaps, RAW format      18
Heightmaps, resolution dependency      49—52
Heightmaps, ROAM algorithm      147—148
Heightmaps, save routine      23
Heightmaps, temporary buffers      30
Heightmaps, unloading      23—24
Heightmaps, unsigned char variables      16 18
IEEE floating-point operations, ROAM uses      139—141
Ilterations function      29
IMaxDelta function      29
IMinDelta function      29
Init function      117
Installation, CD — ROM      207
Interpolation, particle engines      199—200
Leaf node, Roettger’s quadtree algorithm      111
Level of Detail (LOD), crack mending      83—86
Level of Detail (LOD), geomipmapping      80—81
Life span, particle property      193
Light source, coloring      59—62
Lighting, dynamic lightmaps      68—71
Lighting, gouraud      103—104
Lighting, hardware      62—63
Lighting, height-based      58—62
Lighting, lightmapping      63—65
Lighting, slope      66—68
Lighting, water rendering      174
Lightmaps, brightness extraction      64
Lightmaps, defined      63
Lightmaps, dynamic      68—71
Lightmaps, generation methods      63—64
Lightmaps, GetBrightnessAtPoint function      64
Lightmaps, gouraud lighting      103—104
Lightmaps, loading      64
Links, binary triangle tree nodes      133—134
Links, diamonds      150 154—155
Loops, procedural texture generation      48—49
loops, while      51—52
Main demos, conventions used in book      8—10
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