3D游戲引擎設計

出版時間:2009-2  出版社:人民郵電出版社  作者:David H. Eberly  頁數(shù):1013  字數(shù):12430000  
Tag標簽:無  

前言

  The first edition of 3D Game Engine Design appeared in print over six years ago (September 2000). At that time, shader programming did not exist on consumer graphics hardware. All rendering was performed using the fixed-function pipeline, which consisted.

內(nèi)容概要

本書深入剖析了3D游戲引擎的設計,書中許多內(nèi)容對于更好地理解3D計算機圖形學也極有幫助。本書首先介紹了幾何轉換和坐標系統(tǒng)等較基礎的內(nèi)容,然后介紹曲線、渲染、效果等高級知識。本書基于作者自身在游戲產(chǎn)業(yè)中的工作、研究經(jīng)驗,提供了算法、編程技術、代碼等大量實用信息,對于游戲設計者及相應的編程人員來說,是一本非常有價值的參考書?! ”緯m合高等院校相關專業(yè)的師生、接受游戲軟件開發(fā)培訓的學生、相關技術人員及游戲開發(fā)人員閱讀。

作者簡介

David H.Eberly,著名游戲開發(fā)大師。實時三維游戲引擎Netlmmerse和Gamebryo(支持了文明、輻射和戰(zhàn)錘等著名游戲)的核心開發(fā)者之一。目前是Geometric Tools公司總裁,主持設計了實時三維游戲引擎Wild Magic。他擁有數(shù)學和計算機科學兩個博士學位。除本書外,他還著有Gam

書籍目錄

CHAPTER 1 INTRODUCTIONCHAPTER 2 THE GRAPHICS SYSTEMCHAPTER 3 RENDERERSCHAPTER 4 SCNE GRAPHSCHAPTER 5 CONTROLLER-BASED ANIMATIONCHAPTER 6 SPATAL SORTINGCHAPTER 7 LEVEL OF DETAILCHAPTER 8 COLLISION DETECTIONCHAPTER 9 PHYSICSCHAPTER 10 STANDARD OBJECTSCHAPTER 11 CURVESCHAPTER 12 SURFACESCHAPTER 13 CONTAINMENT METHODSCHAPTER 14 DISTANCE METHODSCHAPTER 15 INTERSECTION METHODSCHAPTER 16 NUMERICAL METHODSCHAPTER 17 ROTATIONSCHAPTER 18 OBJECT-ORIENTED INFRASTRUCTURECHAPTER 19 MEMORY MANAGEMENTCHAPTER 20 SPECIAL EFFECTS USING SHADERSAPPENDIX CREATIONG A SHADER IN WILD MAGIC

章節(jié)摘錄

  This chapter provides some basic concepts that occur in a computer graphics system. Some of these concepts are mathematical in nature. I am assuming that you are familiar with trigonometry, vector and matrix algebra, and dot products and cross products. A warning to those who have a significant mathematical background: I intentionally discuss the mathematical concepts in a somewhat informal manner. My goal is to present the relevant ideas without getting tied down in the minutiae of stating rigorous definitions for the concepts. The first edition of this book was criticized for overemphasizing the mathematical details——and rightly so. Learn computer graphics first, and then later explore the beauty of formal mathematical exposition!  The foundations of coordinate systems (Section 2.1) and transformations (Section 2.2) are pervasive throughout a game engine. They are found not only in the graphics engines but in the physics engines and sound engines. Getting a model out of a modeling package and into the game world, setting up a camera for viewing, and displaying the model vertices and triangles is a process for which you must absolutely understand the coordinate systems and transformations. Scene graph management (Chapter 4) also requires a thorough understanding of these topics.  Sections 2.3 through 2.6 are the foundation for drawing 3D objects on a 2D screen. In a programming environment using graphics APIs such as OpenGL or Direct3D to access the graphics hardware, your participation in the process is typically restricted to selecting the parameters of the camera, providing the triangle primitives whose vertices have been assigned various attributes, and identifying objects that are not within the viewing region so that you do not have to draw them. The low-level processing of vertices and triangles is the responsibility of the graphics drivers. A discussion of the low-level processing is provided in this book, and a software renderer is part of the source code so you can see an actual implementation of the ideas.  ……

媒體關注與評論

  “這是一部杰作,出自一位著名引擎開發(fā)人員之手。書中公開了大量的實戰(zhàn)技術內(nèi)幕。強烈推薦!”  ——Tim Sweeney,游戲開發(fā)大師,Unreal引擎之父,Epic公司創(chuàng)始人  “我相信,這部力作將成為游戲開發(fā)領域的圣經(jīng),它會大大提升游戲開發(fā)人員的整體水平。”  ——Andrea Pessino,《魔獸爭霸3》核心開發(fā)人員

編輯推薦

  《3D游戲引擎設計實時計算機圖形學的應用方法(英文版)(第2版)》適合高等院校相關專業(yè)的師生、接受游戲軟件開發(fā)培訓的學生、相關技術人員及游戲開發(fā)人員閱讀?!  ?D游戲引擎設計實時計算機圖形學的應用方法(英文版)(第2版)》是3D游戲引擎設計的經(jīng)典著作,是作者多年游戲開發(fā)工作經(jīng)驗的結晶。書中以一個真實的引擎Wild Magic為例,對3D游戲引擎的開發(fā)進行了全面而且深入的闡釋,不僅講述了必要的數(shù)學、物理和圖形學理論知識和基本算法,還第一次揭示了設計和構建一個真實的實時圖形引擎所需的各種復雜技術和過程。內(nèi)容涵蓋圖形系統(tǒng)、軟件和硬件渲染、場景圖形、基于控制器的動畫、空間排序、碰撞檢測、數(shù)值方法、內(nèi)存管理等。書中附有大量代碼示例,完整實現(xiàn)了核心算法。

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用戶評論 (總計13條)

 
 

  •   除了Real-TimeRendering一書,這本書算是做三維游戲的人的必讀經(jīng)典。它不是一般教API(DirectX/OpenGL)的書,而是介紹比較多游戲引擎在架構上和數(shù)學上的事情。雖然當中的技術或架構可能有點過時,但本書還是在這個類別里的經(jīng)典。希望貴出版社能繼續(xù)引進MorganKaufmann的這系列書籍,例如GamePhysics,GeometricTools等。
  •   這本書感覺講得很具體,特別是數(shù)學方面的知識,但整本書感覺不是很深入,雖然是英語版本,不過只要是過了四級絕大部分可以看懂
  •   的確是好書,這么便宜的價格,經(jīng)典中的經(jīng)典,強烈推薦!
  •   拿到手了簡單翻了一下,還不錯國內(nèi)這種類型的書應該多引進的。。。。
  •   值得領域人士擁有和學習!
  •   挺好的一本書,就是看不明白
  •   好書沒時間看,看到好的書就想買下來
  •   類似的書希望出版社多出一些。
  •   買了本,質量不錯,很有參考價值,發(fā)現(xiàn)還帶不少彩頁,呵呵
  •   這本書不錯,可是代碼必須從網(wǎng)上下,而那個官網(wǎng)被大陸政府封掉了。所以只能夠通過代理或翻墻軟件才能下到,比較惡心??!人郵連光盤都省掉太不專業(yè)了!!
  •   書很厚,書背有破損,有裂縫.以看才知道,看不懂,第一章要了解四元數(shù).現(xiàn)在在補.看起來很吃力.
  •   難得好書,決定研究了。。。唯一的遺憾是封底磨損,不知道是送貨前還是送貨中碰著的。。。有些郁悶,呵呵。。。
  •   還有不錯了.有難度,得好好研究研究
 

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