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3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology)
3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology)
Date: 15 April 2011, 04:59
Topics covered:
Mathematical methods and sample source code for 3-D game development
Geometrical transformations
Coordinate systems
Quaternions
Euler angles
Standard 3-D objects: spheres, oriented boxes, capsules, lozenges, cylinders, ellipsoids
Distance methods for a variety of shapes
Introduction to the graphics pipeline
Model and world coordinates
Projecting perspective
Camera models
Culling techniques
Surface and vertex attributes
Rasterizing
Efficiency issues for clipping and lighting
Hierarchical scene representation, using trees and scene graphs
Picking algorithms for a variety of 3-D shapes
Collision detection for static and dynamic graphical objects
Oriented bounding-box (OBB) trees
Basics of curves and special curves (including Bezier curves and various splines)
Curves (generating surfaces from curves by using different techniques)
Character animation, using keyframe animation and inverse kinematics
Skinning
Geometrical level of detail considerations
Techniques for generating game terrain
Spatial sorting and binary space partitioning (BSP)
Special effects: lens flare, bump mapping, volumetric fogging, projected light and shadows, particle systems, morphing techniques
C++ language features for effective object-oriented design
Reference to the numerical methods required for game mathematics
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