Главная    Ex Libris    Книги    Журналы    Статьи    Серии    Каталог    Wanted    Загрузка    ХудЛит    Справка    Поиск по индексам    Поиск    Форум   
blank
Авторизация

       
blank
Поиск по указателям

blank
blank
blank
Красота
blank
Eberly D.H. — 3D Game Engine Design. A Practical Approach to Real-Time Computer Graphics
Eberly D.H. — 3D Game Engine Design. A Practical Approach to Real-Time Computer Graphics



Обсудите книгу на научном форуме



Нашли опечатку?
Выделите ее мышкой и нажмите Ctrl+Enter


Название: 3D Game Engine Design. A Practical Approach to Real-Time Computer Graphics

Автор: Eberly D.H.

Аннотация:

3D Game Engine Design is the first book to go beyond basic descriptions of algorithms and accurately demonstrate the complex engineering process required to design and build a real-time graphics engine to support physical realism. Faster algorithms will always win out over faster processors and assembly-language optimization techniques. Implementing those algorithms, however, can be a challenge for even experienced programmers.
This book provides rigorous explanations and derivations of all the essential concepts and techniques. Ideas are revealed step by step with numerous code examples and illustrations. Source code implementations are included on the companion CD-ROM to help you understand the full progression from idea, to algorithm, to working code. Since algorithms are not used in isolation, the source code for a complete engine is provided to bring crucial context to the implementations. This book and CD-ROM offer the most comprehensive professional reference available for the development of 3D game engines.
Features:
• Designed for professionals working in game development, simulation, scientific visualization, or virtual worlds
• Written by a respected game engineer and designer of a leading commercial game engine
• Thoroughly describes the algorithms-fully implemented in working code-that are the key to writing the fastest, most efficient code possible
• Provides source code for Windows 95/98/NT/2000, Linux/Unix, and Macintosh platforms.
About the software:
Includes a CD-ROM with C++ source code implementations of all the algorithms covered in the text as well as source code for a complete game engine. Updates for theengine, new ports (such as for the Macintosh), FAQs, and additional material on real-time graphics can be found at Geometric Tools website. The renderer layer of the engine is abstract and can work with whichever API is desired. An OpenGL-based renderer, DirectX8 (Direct3D), and a GLUT-based hardware renderer for either Windows or Linux are included.


Язык: en

Рубрика: Computer science/Вычислительная геометрия/

Статус предметного указателя: Готов указатель с номерами страниц

ed2k: ed2k stats

Год издания: 2000

Количество страниц: 560

Добавлена в каталог: 16.11.2005

Операции: Положить на полку | Скопировать ссылку для форума | Скопировать ID
blank
Предметный указатель
Range-based fog      109—110
Rasterization      113—132
Rasterization acceleration      80
Rasterization circle      117—119
Rasterization defined      80 113
Rasterization ellipse      119—124
Rasterization interpolation during      126—132
Rasterization line      113—117
Rasterization perspectively correct      82
Rasterization triangle      83 124—126 130—131
Rasterizers defined      80
Rasterizers inverse mapping      83
Rays direction      177
Rays intersection with bounding volume      170
Rays intersection with box      177—178
Rays intersection with sphere      172
Rays intersection with triangle      182—183
Rays lines to      43
Rays origin      177
Rays to rays      43—49
Rays to rectangles      60
Rays to segments      43
Rays to triangles      57
Rectangle mesh      328
Rectangles Bezier      288
Rectangles closest point on      57
Rectangles linear components to      58—60
Rectangles points to      57—58
Rectangles rays to      60
Rectangles rectangles to      61
Rectangles segments to      60
Rectangles triangles to      61
Rectangular patches      see also “surfaces”
Rectangular patches Bezier      293—297
Rectangular patches defined      288
Rectangular patches nonparametric B-spline      302—304
Rectangular patches subdivisions of parameter space for      307
Recursion formula      281
Recursive subdivision      284—285
reference counting      453—459
Reflection vector      428
Region masks      424
Regions      see also “portals” 414—416
Regions adjacent      414
Regions bounding planes of      415
Regions convex      416
Regions nonconvex      414 416
Rejection testing      187
Render state      146
Render state defined      143
Render state global      155
Render state hierarchical maintenance of      146
Render state updating      148 155—156
Renderers building      79
Renderers defined      79
Renderers responsibilities      79—80
Rendering algorithm      166—167
Rendering block      383—384
Rendering camera click      157
Rendering costs      97 98
Rendering culling by capsules      160—161
Rendering culling by cylinders      163—164
Rendering culling by ellipsoids      164—165
Rendering culling by lozenges      161—162
Rendering culling by oriented boxes      159—160
Rendering culling by spheres      157—159
Rendering scene graph      see also “scene graphs” 157—167
rendering time      80
reusability      439—440
Revolute joint      350
Richardson extrapolation      491—493
Right-handed coordinate system      10 68 86
Ripmaps      108
Romberg integration      see also “integration” 260 491—495
Romberg integration method      494—495
Romberg integration Richardson extrapolation      491—493
Romberg integration source code      491
Romberg integration trapezoid rule      493
Root finding      see also “numerical methods” 485—490
Root finding bisection      486 490
Root finding methods in many dimensions      489—490
Root finding methods in one dimension      485—489
Root finding Newton's method      486 490
Root finding polynomial roots      486—489
root node      see also “nodes” 141 142
Root node defined      141
Root node world transform of      145;
Rotating objects closed-form algorithm      248
Rotating objects motion equations      246—248
Rotating objects processing      245—250
Rotation      see also “transformations” 8—9
Rotation about x-axis      18
Rotation about y-axis      18
Rotation about z-axis      18
Rotation angle      8 14
Rotation matrix      8 246
Rotation matrix about x-axis      18
Rotation matrix angle-axis to      15—16
Rotation matrix axes storage as columns of      150
Rotation matrix conversion (angle-axis)      15—16
Rotation matrix conversion (quaternion)      17—18 150
Rotation matrix factoring      19—24
Rotation matrix in minimum-volume box      31
Rotation matrix quaternion to      17
Rotation matrix to angle-axis      16
Rotation matrix to quaternion      17—18
Rotation quaternions relationship to      13—15
Rotation unit length axis      8
run-time type information      see also “object-oriented infrastructure” 444—451
Run-time type information macro support      450—451
Run-time type information multiple-inheritance systems      447—450
Run-time type information single-inheritance systems      444—447
Runge — Kutta fourth-order method      498
Runge — Kutta with adaptive step      498—499
Saving data      459—460
Scaling      8
Scan line masks      423—424
Scene graphs colliding objects and      142
Scene graphs constructing      413
Scene graphs content organization      142
Scene graphs defined      142
Scene graphs hierarchical organization      142
Scene graphs implementation      147
Scene graphs management      3 4 7 79 141—167
Scene graphs rendering      157—167
Scene graphs subtree      142
Scene graphs traversal of.      157
Scene graphs updating      147—156
Screen coordinates aspect ratio      90
Screen coordinates defined      89
Screen coordinates mapping to      89—90
Screen coordinates transformation to      90
screen dimensions      89
Screen space coordinates      90
Screen space data conversion to      80
Screen space distance measurements      90—91
Screen space distance threshold      375
Screen space linear polarization in      129
Screen space projected vertices in      99
Screen space segments, squared length of      90—91
Screen space transformation      90
Screen space visibility determination method      425
Semi-infinite square column      58
Shading      101—102
Shading defined      101—102
shading flat      102
Shading Gouraud      102
Shading models      102
Shading Phong      102
shared objects      453—459
Simplification block-based      375—381
Simplification defined      371—372
Simplification fine-level      370
Simplification vertex-based      373—375 385—386
Sine approximations      504—505
Single-inheritance systems      444 447
Single-inheritance systems derived classes      447
Single-inheritance systems elements      444
Single-inheritance systems hierarchy illustration      445
Single-inheritance systems macros      450—451
Single-inheritance systems root class      449
Skew-symmetric matrix      8 15
Skin      356—357
Skin controller      357
Skin defined      356
skinning      356—358
Skinning bone hierarchy      356
Skinning defined      342 356
Skinning progression of events      357
Skinning source code      356
Smalltalk      441
smart pointers      453
Smart pointers as function parameters      458
Smart pointers reference count and      457
Smart pointers templates      454—455
Software commonality      440
software maintenance      436—437
Software modularity      437—439
Software naming conventions      442—443
software quality      436—437
Software reusability      439—440
Sorting defined      411
Sorting octree      413
Sorting polygons      420
Sorting quadtree      413
Sorting spatial      411—426
Source code axis-aligned boxes      29
Source code Bezier curves      261
Source code Bezier cylinder surfaces      301
Source code Bezier cylinder surfaces subdivision      328
Source code Bezier rectangle patches      294
Source code Bezier rectangle patches subdivision      306
Source code Bezier triangle patches      297
Source code Bezier triangle patches subdivision      322
Source code billboards      360
Source code bisection      486 490
Source code capsules      33
Source code circle to circle in 3D      69
Source code continuous level of detail (CLOD)      363
Source code culling by capsules      160
Source code culling by cylinders      163
Source code culling by ellipsoids      164
Source code culling by lozenges      161
Source code culling by oriented boxes      159
Source code culling by spheres      158
Source code curvatures for implicit surfaces      290
Source code curvatures for parametric surfaces      289
Source code cylinders      36
Source code differential equations      496
Source code discrete level of detail      361
Source code eigensystems      472
Source code ellipsoids      37
Source code Euler angles      18
Source code fast function evaluation      503
Source code fitting circles to 2D points      476
Source code fitting points with Gaussian distribution      29
Source code fitting quadratic curves to 2D points      480
Source code fitting quadric surface to 3D points      481
Source code fitting spheres to 3D points      478
Source code intersection of capsules and lines      190
Source code intersection of capsules and planes      196
Source code intersection of cylinders and lines      191
Source code intersection of cylinders and planes      199
Source code intersection of ellipsoids and lines      192
Source code intersection of ellipsoids and planes      201
Source code intersection of linear component and box      172
Source code intersection of linear component and capsule      179
Source code intersection of linear component and cylinder      181
Source code intersection of linear component and ellipsoid      182
Source code intersection of linear component and lozenge      180
Source code intersection of linear component and sphere      171
Source code intersection of linear component and triangle      182
Source code intersection of lozenges and planes      197
Source code intersection of oriented boxes (dynamic object-object)      218
Source code intersection of oriented boxes (static object-object)      206
Source code intersection of oriented boxes and lines      190
Source code intersection of oriented boxes and planes      195
Source code intersection of oriented boxes and triangles (dynamic object-object)      223
Source code intersection of oriented boxes and triangles (static object-object)      207
Source code intersection of spheres and lines      188
Source code intersection of spheres and planes      193
Source code intersection of spheres, capsules and source code lozenges (static object-object)      204
Source code intersection of spheres, capsules lozenges (dynamic object-object)      215
Source code intersection of triangles (dynamic object-object)      232
Source code intersection of triangles (static object-object)      210
Source code intersection of triangles and lines      192
Source code intersection of triangles and planes      202
Source code inverse kinematics      348
Source code key frame node update      347
Source code Kochanek — Barrels splines      271
Source code linear component to linear component      41
Source code linear component to rectangle      58
Source code linear component to triangle      53
Source code linear fitting of points      473
Source code linear resampling of triangle mesh      398
Source code linear systems      470
Source code lozenges      34
Source code merging capsules      151
Source code merging cylinders      152
Source code merging ellipsoids      152
Source code merging lozenges      152
Source code merging oriented boxes      149
Source code merging spheres      148
Source code minimum-volume box      31
Source code minimum-volume sphere      28
Source code morphing      434
Source code natural splines      264
Source code nonparametric B-spline curves      268
Source code numerical ordinary differential equation solver      249
Source code object-oriented infrastructure      435
Source code particle systems      433
Source code planar fitting of points      475
Source code point to circle in 3D      68
Source code point to ellipse      65
Source code point to ellipsoid      66
Source code point to linear component      38
Source code point to quadratic curve/surface      67
Source code point to rectangle      57
Source code point to triangle      49
Source code polynomial roots      486
Source code polynomial systems      470
Source code quadratic resampling of triangle mesh      399
Source code quadric surfaces      304
Source code quaternion calculus      343
Source code quaternions      11
Source code rectangle to rectangle      61
Source code Romberg integration      491
Source code scene graph rendering algorithm      166
Source code scene graph updating      153
Source code skinning      356
Source code sphere centered at average of points      27
Source code sphere containing axis-aligned box      26
Source code spherical cubic interpolation      345
Source code spherical linear interpolation      343
Source code spline interpolation of quaternions      346
Source code subdivision      276
Source code subdivision of spheres and ellipsoids      329
Source code terrain      369
Source code transformations      8
Source code triangle lu triangle      61
1 2 3 4 5 6 7 8
blank
Реклама
blank
blank
HR
@Mail.ru
       © Электронная библиотека попечительского совета мехмата МГУ, 2004-2024
Электронная библиотека мехмата МГУ | Valid HTML 4.01! | Valid CSS! О проекте