000 02354nam a22003498a 4500
001 32113
005 20240430144938.0
008 110215s2011 flu b 001 0 eng
010 _a 2011007053
020 _a9781439827376 :
_c79.95
020 _a1439827370 :
_c79.95
050 0 0 _aQA76.76.C672
_bH3517 2011
090 _aQA 76.76 .C672 H3517 2011
100 1 _aHan, JungHyun.
_9152790
245 1 0 _a3D graphics for game programming /
_cJungHyun Han.
260 _aBoca Raton :
_bChapman and Hall/CRC,
_c2011.
263 _a1103
300 _a318p.
_c23 cm.
520 _a"Many of computer graphics classes in colleges are focused on real-time rendering and animation. However, it is not easy to nd an appropriate textbook, which presents the state of the art in interactive graphics, is balanced between theory and practicality, and is of a proper length to be covered in a semester. This book is written for answering the need and presents the must-know in interactive graphics. This book ts the advanced undergraduate or beginning graduate classes for 'Computer Graphics' and 'Game Programming.' Another primary reader group of this book may be composed of game developers, who have experience in graphics APIs and shader programming but have felt lack of theoretical background in 3D graphics. A lot of programming manual-like books can be found in the bookstore, but they do not provide a sufficient level of mathematical background for the game developers. Assuming that the readers have minimal understanding of vectors and matrices, this book provides an opportunity to combine their experiences with the background theory of computer graphics"--
_cProvided by publisher.
504 _aIncludes bibliographical references and index.
650 0 _aComputer games
_xProgramming.
_9152791
650 0 _aComputer graphics.
_9152792
650 7 _aCOMPUTERS / Computer Graphics.
_2bisacsh.
_9152793
650 7 _aCOMPUTERS / Programming Languages / General.
_2bisacsh.
_9152794
650 7 _aTECHNOLOGY & ENGINEERING / Imaging Systems.
_2bisacsh.
_9152795
852 1 _9P79.95usd
907 _a32113
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_c04-07-11
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