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3D Games: Volume 1: Real-Time Rendering and Software Technology [Hardcover]

Alan Watt , Fabio Policarpo
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Table of Contents

Foundations
1. Mathematical fundamentals of 3D computer graphics
2. Modelling and representation 1 - comparative and polygon mesh models
3. Modelling and representation 2 - the economics of polygon meshes
4. Representation and modelling 3 - landscape specialisations
5. Modelling and representation 4 - Breezier, B-spline and subdivision surfaces
Classical 3D graphics
6. Classic polygon mesh rendering technology
7. Classic mapping techniques
8. Anti-aliasing theory and practice Real-time rendering
9. Visibility processing of complex scenes
10. Lighting in games
11. Shadows in games
12. Multi-pass rendering
Control of objects
13. Motion control - kinematic 14. Control by dynamic simulation
15. Collision detection
16. Interactive control
17. Behaviour and AI
2D Technology
18. Two-dimensional techniques
19. Image-based rendering
Software technology
20. Multi-player game technology
21. Engine architecture
22. Fly3D SDK reference
Appendix A Fly3D SDK reference
References
Index

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