
- 330 pages
- English
- PDF
- Available on iOS & Android
eBook - PDF
3D Graphics for Game Programming
About this book
Designed for advanced undergraduate and beginning graduate courses, 3D Graphics for Game Programming presents must-know information for success in interactive graphics. Assuming a minimal prerequisite understanding of vectors and matrices, it also provides sufficient mathematical background for game developers to combine their previous experie
Frequently asked questions
Yes, you can cancel anytime from the Subscription tab in your account settings on the Perlego website. Your subscription will stay active until the end of your current billing period. Learn how to cancel your subscription.
No, books cannot be downloaded as external files, such as PDFs, for use outside of Perlego. However, you can download books within the Perlego app for offline reading on mobile or tablet. Learn more here.
Perlego offers two plans: Essential and Complete
- Essential is ideal for learners and professionals who enjoy exploring a wide range of subjects. Access the Essential Library with 800,000+ trusted titles and best-sellers across business, personal growth, and the humanities. Includes unlimited reading time and Standard Read Aloud voice.
- Complete: Perfect for advanced learners and researchers needing full, unrestricted access. Unlock 1.4M+ books across hundreds of subjects, including academic and specialized titles. The Complete Plan also includes advanced features like Premium Read Aloud and Research Assistant.
We are an online textbook subscription service, where you can get access to an entire online library for less than the price of a single book per month. With over 1 million books across 1000+ topics, we’ve got you covered! Learn more here.
Look out for the read-aloud symbol on your next book to see if you can listen to it. The read-aloud tool reads text aloud for you, highlighting the text as it is being read. You can pause it, speed it up and slow it down. Learn more here.
Yes! You can use the Perlego app on both iOS or Android devices to read anytime, anywhere — even offline. Perfect for commutes or when you’re on the go.
Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app.
Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app.
Yes, you can access 3D Graphics for Game Programming by JungHyun Han in PDF and/or ePUB format, as well as other popular books in Computer Science & Programming Games. We have over one million books available in our catalogue for you to explore.
Information
Modeling
in
Game
Production
3
Fig.
1.3
:
An
image
texture
applied
to
the
surface
of
a
polygon
mesh.
(a)
This
example
is
a
collection
of
small
images,
each
of
which
is
for
a
part
of
the
soldier’s
body.
At
first
glance,
the
texture
may
look
weird.
Section
4.1
presents
how
to
create
such
an
image
texture.
(b)
The
texture
is
pasted
to
the
soldier’s
polygon
mesh
at
run
time.
Fig.
1.4
:
A
skeleton
is
composed
of
bones
and
is
embedded
into
the
polygon
mesh.
This
figure
illustrates
the
bones
as
if
they
were
surfaces,
but
the
bones
do
not
have
explicit
geometric
representations.
They
are
conceptual
entities
that
are
usually
represented
as
matrices.
Chapter
11
presents
this
issue
in
detail.
Table of contents
- Cover
- Title
- Copyright
- Dedication
- Contents
- Preface
- Chapter 1: Modeling in Game Production
- Chapter 2: Vertex Processing
- Chapter 3: Rasterization
- Chapter 4: Fragment Processing and Output Merging
- Chapter 5: Illumination and Shaders
- Chapter 6: Parametric Curves and Surfaces
- Chapter 7: Shader Models
- Chapter 8: Image Texturing
- Chapter 9: Bump Mapping
- Chapter 10: Advanced Texturing
- Chapter 11: Character Animation
- Chapter 12: Physics-based Simulation
- References