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Shaders
GPU Gems 2 : Programming Techniques for High-Performance Graphics and General-Purpose Computation
Matt Pharr

GPU Gems is a compilation of articles covering practical real-time graphics techniques arising from the research and practice of cutting edge developers. It focuses on the programmable graphics pipeline available in today's graphics processing units (GPUs) and highlights quick and dirty tricks used by leading developers, as well as fundamental, performance-conscious techniques for creating advanced visual effects. The contributors and editors, collectively, bring countless years of experience to enlighten and propel the reader into the fascinating world of programmable real-time graphics.

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  GPU Gems 
March 4, 2005
880 pages
Advanced Lighting and Materials with Shaders
Kelly Dempski, Emmanuel Viale

Programmable GPUs provide the processing horsepower necessary to render realistic graphics in real time, but this has put a new burden on graphics programmers. They now need to have an in-depth understanding of lights and surface propertiex before they can use the capablities of the GPU.

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November, 2004
500 pages
Metaprogramming GPUs with Sh
Michael McCool, Stefanus Du Toit

This book introduces Sh and describes how to program a GPU (graphics processing unit) using C++ to implement both basic and advanced shading techniques. Readers of this book will be able to start writing advanced, modular shaders using Sh within a day!

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LibSh
July 2004
307 pages
Shaders for Game Programmers and Artists
Sebastien St-Laurent

Cover simple techniques, from the basics of color filters to more advanced topics, such as depth of field, heat shimmer, and high-dynamic range rendering. Extensive excercises at the end of each chapter allow you to test your skills by expanding upon the shader you’ve just developed. Whether you are an engineer or a technically minded artist, you’ve finally found the ideal guide for mastering shaders!

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May 2004
512 pages
Programming Vertex and Pixel Shaders
Wolfgang Engel

This book provides intermediate and advanced graphics and game programmers with a definitive guide to shader programming. It uses a wide variety of examples throughout to teach various techniques, ranging from simple real-time lighting to advanced, cutting-edge rendering. These topics include shadow mapping, displacement mapping, and high-dynamic range lighting. The book covers DirectX vertex and pixel shader programming with DirectX High-Level Shading Language (HLSL), and as well as an assembly appendix.

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August 1, 2004
400 pages
Direct3d Shaderx : Vertex and Pixel Shader Tips and Tricks
Wolfgang F. Engel (Editor)

Focusing on Direct3D 8.x, this book shows a wide array of specialized vertex and pixel shader programming tricks from industry experts.

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ShaderX
June 2002
550 pages
ShaderX2: Introductions and Tutorials with DirectX 9.0
Wolfgang F. Engel (Editor)

Text includes a collection of articles providing an introduction to vertex and pixel shader programming using DirectX 9. For intermediate to advanced users. Softcover. DLC: Computer games--Programming.

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ShaderX2
November 2003
500 pages
ShaderX3: Advanced Rendering with DirectX and OpenGL
Wolfgang F. Engel (Editor)

Learning how to program shaders, however, is still new and challenging to many programmers. Those who have been working with these tools have found innovative uses and methods, and many of these ideas are included in ShaderX3 Advanced Rendering with DirectX and OpenGL. This all new collection of articles, written by industry experts, provides an array of practical, ready-to-use shader tricks and techniques.

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ShaderX3
November 2004
600 pages
Learn Vertex and Pixel Shader Programming With Directx 9
James Leiterman

Text shows how to write assembly language for programming the vertex shader and pixel shader hardware using DirectX 9. Covers the fundamentals of programming vectors using SIMD methodology in conjunction with the Direct3D 9 application interfaces. For game developers.

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January 2004
285 pages
Real-Time Shader Programming
Ron Fosner

Beginning with the mathematical basics of vertex and pixel shaders, and building to detailed accounts of programmable shader operations, Real-Time Shader Programming provides the foundation and techniques necessary for replicating popular cinema-style 3D graphics as well as creating your own real-time procedural shaders.

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December 2002
424 pages
GPU Gems : Programming Techniques, Tips and Tricks for Real-Time Graphics
Randima Fernando

GPU Gems is a compilation of articles covering practical real-time graphics techniques arising from the research and practice of cutting edge developers. It focuses on the programmable graphics pipeline available in today's graphics processing units (GPUs) and highlights quick and dirty tricks used by leading developers, as well as fundamental, performance-conscious techniques for creating advanced visual effects. The contributors and editors, collectively, bring countless years of experience to enlighten and propel the reader into the fascinating world of programmable real-time graphics.

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  GPU Gems 
March 26, 2004
816 pages
Real-Time Shading
Marc Olano (Editor)

Written for video game developers, scientists and engineers dealing with graphic models, and graphics professionals, this volume introduces the fundamentals and procedures of computer graphic shading. The authors discuss high-level shading languages such as RenderMan and present algorithms used in shading hardware. The final part of the text explores future trends.

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July 2002
368 pages
The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics
Randima Fernando, Mark J. Kilgard

Cg is the key to unlocking the power of a new generation of programmable graphics hardware. This book is the definitive introduction to Cg, and will be essential for anyone programming high-quality real-time graphics. The Cg Tutorial will teach you to use Cg to create effects never before available for real-time applications.

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February 26, 2003
384 pages
Real Time Rendering Tricks and Techniques in Directx 8
Kelly Dempski

There are many books that describe the theory behind rendering techniques without walking the reader through actual source code. There are also samples available on the internet that supply source code without explaining how and why the code works. There are very few resources available that walk the reader all the way from the theory to the implementation details. Real Time Rendering Tricks and Techniques in DirectX bridges that gap by presenting over 25 rendering techniques using the latest version of DirectX. The book begins with basic concepts like matrices, vertices, and textures before moving to advanced topics such as vertex and pixel shaders.

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April 2002
821 pages
DirectX
DirectX 9 Graphics: The Definitive Guide to Direct3D
Alan Thorn

This book provides a detailed and comprehensive guide to getting started with DirectX, with a specific focus on Direct3D, a technology designed to create interactive multimedia products. This book demystifies DirectX, starting with the basics of setting up a DirectX application and finishing with the intricacies of real-time 3D animation.

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March, 2005
500 pages
Advanced Animation with DirectX
Jim Adams

This unique book focuses on offering a comprehensive solution to sucessfully building a Direct X user interface library from the ground up for games and other multimedia software.

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May 20, 2003
480 pages
DirectX9 User Interfaces : Design and Implementation
Wendy Jones

This unique book focuses on offering a comprehensive solution to sucessfully building a Direct X user interface library from the ground up for games and other multimedia software.

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April 2004
376 pages
Beginning DirectX 9
Wendy Jones

As a beginning programmer, you've probably noticed how difficult it is to find introductory guides to game programming. If you're interested in learning DirectX and are looking for a book that helps you go beyond the 3D component of DirectX and gives you complete coverage of this amazing product, then look no further! "Beginning DirectX 9" gives you examples that build on previous chapters and culminates in the completion of a playable game.

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April 2004
304 pages
Microsoft DirectX 9 Graphics Programmers Guide
Corporation Microsoft

Learn to write high-performance graphics applications using DirectX 9 with information straight from the Microsoft DirectX development team. Detailed technical guidance plus code samples and applications.

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July 30, 2003
400 pages
Real-Time 3d Terrain Engines Using C++ and Directx
Greg Snook

Covering everything from the fundamentals of DirectX 9, and creating realistic weather effects, to advanced terrain geometry management, the book works through the complete construction of a robust outdoor game engine. This is a practical reference for any programmer tasked with creating a realistic outdoor environment.

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Mighty Studios
June 2003
374 pages pages
Focus on 2D in Direct 3D
Ernest Pazera

Focus on 2D in Direct3D teaches you all of the tools and tips you'll need to dive right in and begin creating your own games. If you have some knowledge of C or C++ and have been searching for a guide that will take your 2D programming into the third dimension, then search no more! In this book you'll learn the skills you'll need to move from the 2D API to Direct3D. Written form the point of view of a 2D programmer, Focus on 2D in Direct3D presents the fundamentals of the Direct3D API in an easy-to-use-and-understand format. Geat ready to jump into the world of Direct3D.

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March 2002
250 pages
Directx 3d Graphics Programming Bible
Julio Sanchez, Canton, Maria P. Canton

Complete coverage of DirectX 3D graphics programming. Topics include understanding how DirectX interfaces with PC graphics devices and Windows, mastering 2D and 3D animation basics, harnessing Direct3D retained mode programming to create true 3D animations, manipulating frames, meshes, textures, mipmaps, lights and shadows, and more.

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May 2000
1000 pages
Inside Direct3D
Peter J. Kovach

Kovach provides an ideal tutorial to the Direct3D APIs and shows how to use them in real gaming applications, with an emphasis on best performance practices. The author shows how to add 3D effects to any application's UI quickly, and demonstrates how to get great performance and impact from the investment.

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April 2000
500 pages
Advanced 3D Game Programming With DirectX 7.0
Peter J. Kovach

Advanced 3-D Game Programming Using DirectX 7.0 is intended specifically for those who know how to program with C++ but have not yet explored game or graphics programming. The authors include coverage of artificial intelligence, client-server networking using UDP, multi-texture effects, multi-resolution surface techniques, alpha blending, and more.

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May 2000
500 pages
The Awesome Power of Direct3D/DirectX - The DirectX 7 Version
Peter J. Kovach

This is the most detailed book on the market covering Direct3D Retained Mode (RM). In addition, it provides an overview of other DirectX technologies, such as Direct3D Immediate Mode, DirectDraw, DirectInput, and DirectSound. This book is part developer's guide and part reference.

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January 1998
840 pages
OpenGL
OpenGL(R) Programming Guide : The Official Guide to Learning OpenGL(R), Version 2 (5th Edition)
OpenGL Architecture Review Board, Dave Shreiner, Mason Woo, Jackie Neider, Tom Davis

The guide uses code examples in C and is targeted at programmers who have experience in coding yet are new to coding for OpenGL applications. The opening chapters go into descriptive detail of how OpenGL, the software interface for hardware 3-D chipsets, works and what you can expect from it, which turns out to be much more than you might have thought. Color plates are used, for example, to show how OpenGL handles such effects as motion blur and depth-of-field blur, in addition to shadows and texture mapping.

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August 1, 20055
896 pages
Advanced Graphics Programming Using OpenGL
Tom McReynolds, David Blythe

This book brings the graphics programmer beyond the basics and introduces them to advanced knowledge that is hard to obtain outside of an intensive CG work environment. The book is about graphics techniquesthose that dont require esoteric hardware or custom graphics librariesthat are written in a comprehensible style and do useful things. It covers graphics that are not covered well in your old graphics textbook. But it also goes further, teaching you how to apply those techniques in real world applications, filling real world needs.

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February 2005
672 pages
OpenGL SuperBible (3rd Edition)
Richard S Wright, Benjamin Lipchak

This book will help readers master and expand their knowledge of 3D graphics programming and OpenGL implementation. Seasoned OpenGL programmers will also find this learning tool serves as a reference that can be used time and again. This book explains how to draw lines, points, and polygons in space; move around in a virtual world; utilize raster graphics and image processing in OpenGL. In addition readers learn how to use fog and blending special effects; explore the use of OpenGL extensions; use shaders to create procedural textures; write vertex programs for dynamic special effects.

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Official Site
June 30, 2004
1200 pages
Interactive Computer Graphics : A Top-Down Approach using OpenGL (4th Edition)
Edward Angel

This beginning text incorporates application programs into each chapter so that students can quickly begin to create 3D graphics. Angle (computer science, and electrical engineering, U. of New Mexico) uses this programming approach to teach such topics as light-material interactions, shading, modeling, curves and surfaces, anti-aliasing, texture mapping, and composition. After mastering OpenGL, an application programmer's interface introduced early in the book, students with a basic knowledge of C programming can generate complex interactive applications.

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March 18, 2005
752 pages
3D Computer Graphics : A Mathematical Introduction with OpenGL
Samuel R. Buss

This introduction to 3D computer graphics emphasizes fundamentals and the mathematics underlying computer graphics, while also covering programming techniques using OpenGL, a platform-independent graphics programming environment. The minimal prerequisites make it suitable for self-study or for use as an advanced undergraduate or introductory graduate text as the author leads step-by-step from the basics of transformations to advanced topics such as animations and kinematics.

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May 19, 2003
383 pages
OpenGL(R) Shading Language
Randi J. Rost

The OpenGL® Shading Language, a high-level procedural shading language for OpenGL®, is the most important new development in graphics programming to emerge in years. OpenGL is the leading cross-platform 3D-graphics API, and the OpenGL Shading Language allows developers to take total control over the most important stages of the graphics-processing pipeline.

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February 12, 2004
608 pages
The OpenGL Extensions Guide
Eric Lengyel

Provides the history, intended usage, and dependencies of specific extensions, and provides examples of when to use them throughout.

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July 2003
670 pages
Linux
Learn Linux 3-D Graphics Programming
Norman Lin

Norman Lin focuses on using C++ code relative to the 3-D graphics programming under Linux. The author focuses on providing illustrations of each graphics concept with self-contained code examples and then provides the programmer with the integration of each concept into a larger 3D engine framework. The programmer then is able to use this framework and create a real-time, portal-based engine.

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April 2001
624 pages
Advanced Linux 3D Graphics Programming
Norman Lin

Advanced Linux 3D Graphics Programming builds upon the foundation set in Norman Lin's Linux 3D Graphics Programming. This second volume provides programmers who are experienced in both Linux and fundamental 3D graphics concepts with a well-rounded perspective on 3D theory and practice within the context of programming larger interactive 3D applications.

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July 2001
650 pages
Theory
Real-Time Collision Detection
Christer Ericson

Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virtual reality applications, and physical simulators.

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December 22, 2004
593 pages
3D Graphics Programming: Games and Beyond
Sergei Savchenko

A comprehensive guide to 3D computer graphics that not only puts emphasis on techniques used in computer games, but also explains the key mathematical concepts upon which 3D computer graphics are built. Offers descriptions of the most useful algorithms combined with practical programming examples.

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July 2000
353 pages
Graphics Programming Methods
Jeff Lander

This book is a collection of application and technique driven articles that detail the current and future advancements in computer graphics programming. These articles are in the form of specific techniques and solutions for small, well-defined problems.

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  Darwin3D 
July 2003
350 pages
Collision Detection
Gino Van Den Bergen

In this book provides an extensive exploration of techniques for collision detection in interactive applications, focusing on the Gilbert-Johnson-Keerthi distance algorithm (GJK), the widely used, but poorly understood foundation for collision detection of general convex objects.

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August 2003
300 pages
Geometric Tools for Computer Graphics
Philip J. Schneider, David H. Eberly

Geometric Tools for Computer Graphics gives the working graphics programmer a vast collection of programming examples, complex code snippets explained and ready to use. There is nothing here for the casual graphics programmer and everything for the serious 2-D and 3-D programmer. Thirteen chapters, three appendices, and a three-column index that spans over 30 pages cover everything about computer-graphic geometry, from the basics of using matrices and linear systems to intersecting 3-D objects.

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September 2002
1056 pages
Fundamentals of Computer Graphics
Peter Shirley

A modern, comprehensive introduction to computer graphics will set the standard in teaching. An introduction for novices-a refresher for professionals.

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July 2002
392 pages
Level of Detail for 3D Graphics
David Luebke, Martin Reddy ...

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.

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July 2002
432 pages
Computer Graphics Using Open GL
Francis S. Hill Jr.

New edition of an introduction to computer graphics for students who wish to learn the basic principles and techniques of the field and want to write substantial graphics applications themselves. With an emphasis upon 3D computer graphics, Hill (electrical and computer engineering, U. of Massachusetts) shows how to translate a particular design task first into its underlying geometric components, to find a suitable mathematical representation for the objects involved, and finally to translate this representation into suitable algorithms and program codes.

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May 2000
922 pages
3D Math Primer for Graphics and Game Development
by Fletcher Dunn, Ian Parberry (Contributor)

3D Math Primer for Graphics and Game Development covers fundamental 3D math concepts that are especially useful for computer game developers and programmers. The authors discuss the mathematical theory in detail and then provide the geometric interpretation necessary to make 3D math intuitive. Working C++ classes illustrate how to put the techniques into practice, and exercises at the end of each chapter help reinforce the concepts.

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June 2002
400 pages
Real-Time Rendering
Tomas Moller, Eric Haines

The authors discuss visual transforms, the definition of materials and lights, texturing, advanced lighting and shading, non-photorealistic rendering, image-based rendering, acceleration algorithms, pipeline optimization, polygonal techniques, curves and curved surfaces, intersection test methods, collision detection, and graphics hardware.

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  Official Site 
July 2002
900 pages
Computer Animation: Algorithms and Techniques
Rick Parent, Richard Parent

Whether you're a programmer developing new animation functionality or an animator trying to get the most out of your current animation software, Computer Animation: Algorithms and Techniques will help work more efficiently and achieve better results. For programmers, this book provides a solid theoretical orientation and extensive practical instruction-information you can put to work in any development or customization project.

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September 2001
560 pages
Realtime 3d Character Animation With Visual C++ (OpenGL)
Nik Lever

Nik Lever takes you through the journey from the basics of 3D manipulation all the way to morph objects and sub-division surfaces. The game engine (Toon3DCreator) provided free and fully functional on the CD-ROM, even has an ActiveX control that allows you to distribute your work on the Internet. All source code for Toon3D is included on the CD.

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December 2001
448 pages
Cloth Modeling and Animation
Donald H. House, David E. Breen

Introduces the theory and techniques behind the realistic modeling and animation of cloth and clothing in computer graphics.

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June 2000
300 pages
Practical Algorithms for 3d Computer Graphics
R. Stuart Ferguson

R. Stuart Ferguson introduces all the algorithms you need to construct software for 3D computer animation and modeling; then carries you all the way down the rendering pipeline. The algorithms themselves are platform-independent, and won't become obsolete with the next OS paradigm shift. Having said that, Ferguson also presents complete sample programs created with OpenGL, Direct 3D, and DirectDraw -- so you're not left with "mere" theory.

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August 2001
550 pages
Computer Graphics : Principles and Practice, Second Edition in C
James D. Foley

By uniquely combining concepts and practical applications in computer graphics, four well-known authors provide here the most comprehensive, authoritative, and up-to-date coverage of the field. The important algorithms in 2D and 3D graphics are detailed for easy implementation, including a close look at the more subtle special cases. There is also a thorough presentation of the mathematical principles of geometric transformations and viewing.

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March 2002
1296 pages
Computer Graphics with OpenGL (3rd Edition)
Donald Hearn, M. Pauline Baker

Reflecting the rapid expansion of the use of computer graphics and of C++ as a programming language of choice for implementation, this book converts all programming code into the C++ language. This new edition is a complete revision, bringing the text up to date with current advances in computer graphics technology and applications.

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May 2003
672 pages
3-D Computer Graphics : A Mathematical Introduction with OpenGL
Samuel R. Buss

This introduction to 3D computer graphics emphasizes fundamentals and the mathematics underlying computer graphics, while also covering programming techniques using OpenGL, a platform-independent graphics programming environment. The minimal prerequisites make it suitable for self-study or for use as an advanced undergraduate or introductory graduate text as the author leads step-by-step from the basics of transformations to advanced topics such as animations and kinematics. Accompanying software, including source code for a ray tracing software package, is available freely from the book's web site.

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June 2003
392 pages
3D Computer Graphics
Mark Watt, Alan Watt

The third edition of Alan Watt's 3D Computer Graphics, a bible of computer graphics, includes a CD-ROM full of examples and updated information on graphics and rendering algorithms. The book discusses many of the techniques that have evolved in the seven years since the previous edition was published.

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February 2000
608 pages
Texturing & Modeling: A Procedural Approach
David S. Ebert ...

Tutorial-reference on procedural approaches to texturing & modeling in computer graphics. Guide for anyone involved in creating computer graphics & animation. The third edition of this classic tutorial-reference is thoroughly updated to meet the needs—and exceed the expectations—of today's 3D graphics professionals and students.

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December 2002
688 pages
Non-Photorealistic Computer Graphics: Modeling, Rendering and Animation
Thomas Strothotte, Stefan Schlechtweg

Traces NPR principles and techniques back to their origins in human vision and perception. Emphasizes areas that stand to benefit most from advances in NPR, including medical and architectural illustration. Presents algorithms for both two- and three-dimensional effects, using pseudo-code where needed. Examines the techniques behind distinct styles, including pen-and-ink, pencil sketch, and painterly effects. Explores specific challenges for NPR-including simulation of natural media, artistic techniques, deformations, illustrations, and lighting.

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June 15, 2002
472 pages
Photon Mapping
Focus On Photon Mapping
John Marlon

From the basics of the nature of light to ray tracing and photon rendering, you'll learn how to bring a new dimension of reality to the graphics in your games. By beginning with the standard foundations of ray tracing and radiosity, you'll quickly learn how photon mapping has been able to combine the positive aspects of each while eliminating their inherent drawbacks. As your skills advance through the book, you'll learn how to effectively apply natural lighting effects. Focus On Photon Mapping deals with a number of complex 3D graphics concepts and shows you how to develop photon mapping from the ground up. In order to attain maximum benefit from the concepts that are discussed, it is recommended that you have some experience in 2D and 3D graphics.

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May 2003
344 pages
Realistic Image Synthesis Using Photon Mapping
Henrik Wann Jensen

The creation of realistic three-dimensional images is central to computer graphics. Photon mapping, an extension of ray tracing, makes it possible to efficiently simulate global illumination in complex scenes. Photon mapping can simulate caustics (focused light, such as shimmering waves at the bottom of a swimming pool), diffuse inter-reflections (e.g., the bleeding of colored light from a red wall onto a white floor, giving the floor a reddish tint), and participating media (e.g., clouds or smoke). This book is a practical guide to photon mapping; it provides both the theory and the practical insight necessary to implement photon mapping and simulate all types of direct and indirect illumination efficiently.

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July 2001
200 pages
Advanced Global Illumination
Philip Dutre, Philippe Bekaert, Kavita Bala

This book provides the reader with a fundamental understanding of global illumination algorithms. It discusses a broad class of algorithms for realistic image synthesis and introduces a theoretical basis for the algorithms presented.

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Web Site
July 2003
338 pages

 Total: 57 books

PMG   21 Okt 2005

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