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            天行健 君子當自強而不息

            Game Graphics Programming Books(1)


            From GameDev.net

            Beginning OpenGL Game Programming
            by Dave Astle, Kevin Hawkins
            Published March 2004
            List Price: $29.99, Your Amazon.com Price: $19.79
            Course PTR Price: $23.99
            Average rating:
            Amazon Sales Rank: 23,437

            Summary
            Beginning OpenGL Game Programming provides new game programmers with a complete introduction to 3D game programming using OpenGL. All of the basic elements of OpenGL as it applies to game development are covered. You will learn how to apply these elements to games. The material is designed to be completely accessible to beginners, with complete but concise coverage to ensure the highest value.

            Features

            • Provides new game programmers with a complete introduction to 3D game programming using OpenGL
            • Makes this popular development environment accessible to beginning developers
            • Written by the founders of GameDev.net and authors of the successful OpenGL Game Programming.

            Table of Contents
            Introduction
            Part I: The Basics
            Chapter 1 – The Exploration Begins
            Chapter 2 – Creating a Simple OpenGL Application
            Chapter 3 – OpenGL States and Primitives
            Chapter 4 – Transformations and OpenGL Matrices
            Chapter 5 – Adding Color, Blending, Lighting, and Fog
            Chapter 6 – Bitmaps and Images with OpenGL
            Chapter 7 – Texture Mapping
            Part II: Beyond the Basics
            Chapter 8 – OpenGL Extensions
            Chapter 9 – More on Texture Mapping
            Chapter 10 – Up Your Performance
            Chapter 11 – Displaying Text
            Chapter 12 – OpenGL Buffers
            Chapter 13 – Putting it All Together – A Simple Game

             

            Computer Graphics: Principles and Practice
            by James D. Foley, Andries Van Dam, John Hughes, Feiner
            Published August 1995
            List Price: $89.99, Your Amazon.com Price: $70.19
            Average rating:
            Amazon Sales Rank: 46,004

            Summary
            CG:P&P is considered the standard text for computer graphics. It contains the timeless, foundational theory and algorithms that are present in almost every graphics application. It covers scan coversion, rasterization, lighting and shading, texture-mapping, ray tracing, reflections, and more.

             

            Level of Detail for 3D Graphics
            by David Luebke, Martin Reddy, Jonathan D. Cohen, Amitabh Varshney, Benjamin Watson, Robert Huebner
            Published July 2002
            List Price: $83.95, Your Amazon.com Price: $66.32
            Average rating:
            Amazon Sales Rank: 238,402

            Summary
            Brings together, for the first time, the mechanisms, principles, practices, and theory needed by every graphics developer seeking to apply LOD methods. Will enable graphics developers from all disciplines to apply these formidable techniques to their own work.

             

            Physically Based Rendering
            by Matt Pharr, Greg Humphreys
            Published August 2004
            Your Amazon.com Price: $79.95
            Average rating:
            Amazon Sales Rank: 28,201

            Summary
            From movies to video games, computer-rendered images are pervasive today. Physically Based Rendering introduces the concepts and theory of photorealistic rendering hand in hand with the source code for a sophisticated renderer. By coupling the discussion of rendering algorithms with their implementations, Matt Pharr and Greg Humphreys are able to reveal many of the details and subtleties of these algorithms. But this book goes further; it also describes the design strategies involved with building real systems-there is much more to writing a good renderer than stringing together a set of fast algorithms. For example, techniques for high-quality antialiasing must be considered from the start, as they have implications throughout the system. The rendering system described in this book is itself highly readable, written in a style called literate programming that mixes text describing the system with the code that implements it. Literate programming gives a gentle introduction to working with programs of this size. This lucid pairing of text and code offers the most complete and in-depth book available for understanding, designing, and building physically realistic rendering systems.
            • The companion CD-ROM includes the source code for a complete rendering system for Windows, Mac OS X, and Linux—with many of the features found in high-quality commercial systems.
            • The system is written in the literate programming style that describes concepts in a natural progression, and its plug-in architecture makes the system's basic structure transparent and allows for new features to be added easily.
            • The rendering system implements a number of newer or difficult-to-implement algorithms and techniques, including subdivision surfaces, Monte Carlo light transport, and volumetric scattering.


            posted on 2007-11-28 02:12 lovedday 閱讀(897) 評論(2)  編輯 收藏 引用 所屬分類: ■ Game Program

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            # re: Game Graphics Programming Books(1) 2007-11-28 20:48 逍遙劍客

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            # re: Game Graphics Programming Books(1) 2008-06-14 16:32 bneliao

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