|
2D and 3D graphics.
|
|
|
|
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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!
|
Amazon
Amazon.co.uk
Barnes&Noble
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!
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
April 2002 821 pages
|
|
|
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
January 1998 840 pages
|
|
|
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
July 2003 670 pages
|
|
|
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
July 2001 650 pages
|
|
|
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
June 15, 2002 472 pages
|
|
|
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
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.
|
Amazon
Amazon.co.uk
Barnes&Noble
Web Site
July 2003 338 pages
|
|