3D game engine architecture: engineering real-time applications with Wild Magic
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Amsterdam [u.a.]
Elsevier [u.a.]
2005
|
Schriftenreihe: | The Morgan Kaufmann series in interactive 3D technology
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XV, 736 S. Ill., graph. Darst. CD-ROM (12 cm) |
ISBN: | 012229064x |
Internformat
MARC
LEADER | 00000nam a2200000 c 4500 | ||
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001 | BV019609702 | ||
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020 | |a 012229064x |9 0-12-229064-x | ||
035 | |a (OCoLC)254424281 | ||
035 | |a (DE-599)BVBBV019609702 | ||
040 | |a DE-604 |b ger |e rakwb | ||
041 | 0 | |a eng | |
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084 | |a ST 323 |0 (DE-625)143659: |2 rvk | ||
084 | |a DAT 758f |2 stub | ||
100 | 1 | |a Eberly, David H. |e Verfasser |4 aut | |
245 | 1 | 0 | |a 3D game engine architecture |b engineering real-time applications with Wild Magic |c David H. Eberly |
264 | 1 | |a Amsterdam [u.a.] |b Elsevier [u.a.] |c 2005 | |
300 | |a XV, 736 S. |b Ill., graph. Darst. |e CD-ROM (12 cm) | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
490 | 0 | |a The Morgan Kaufmann series in interactive 3D technology | |
650 | 4 | |a Computerspiel - Programmierung - Dreidimensionale Computergraphik | |
650 | 4 | |a Dreidimensionale Computergraphik - Echtzeitbildverarbeitung | |
650 | 0 | 7 | |a Computerspiel |0 (DE-588)4010457-6 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Dreidimensionale Computergrafik |0 (DE-588)4133691-4 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Echtzeitbildverarbeitung |0 (DE-588)4150999-7 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Programmierung |0 (DE-588)4076370-5 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a Dreidimensionale Computergrafik |0 (DE-588)4133691-4 |D s |
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999 | |a oai:aleph.bib-bvb.de:BVB01-012939434 |
Datensatz im Suchindex
_version_ | 1804132968614068224 |
---|---|
adam_text | Contents
About the author
v
Preface
xiii
Chapter
Ш
Introduction
1.1
Drawing a Triangle
2
1.2
Drawing a Triangle Mesh
17
1.3
Drawing a Complicated Scene
27
1.4
Abstraction of Systems
27
CHAPTER
Å
Core Systems
31
2.1
The Low-Level system
31
33
45
46
47
48
49
2.2
the Mathematics System
53
53
57
61
75
90
102
103
2.3
The object System
105
2.3.1
Run-Time Type Information
105
2.3.2
Names and Unique Identifiers
112
2.3.3
Sharing and Smart Pointers
114
2.3.4
Controllers
121
The
Low-Level system
2.1.1
Basic Data Structures
2.1.2
Encapsulating Platform-Specinc Concepts
2.1.3
Endianness
2.1.4
System Time
2.1.5
File Handling
2.1.6
Memory Allocation and Deallocation
THE
Mathematics System
2.2.1
Basic Mathematics Functions
2.2.2
Fast Functions
2.2.3
Vectors
2.2.4
Matrices
2.2.5
Quaternions
2.2.6
Lines and Planes
2.2.7
Colors
2.3.5 Streaming 122
2.3.6
Cloning
133
2.3.7
String Trees
138
2.3.8
Initialization and Termination
139
CHAPTER
Scene Graphs and Renderers
149
3.1
The Core Classes
152
3.1.1
Motivation for the Classes
153
3.1.2
Spatial Hierarchy Design
160
3.1.3
Instancing
163
3.2
Geometric state
166
3.2.1
Transformations
167
3.2.2
Bounding Volumes
177
3.2.3
The Core Classes and Geometric Updates
184
3.3
Geometric types
196
3.3.1
Points
197
3.3.2
Line Segments
198
3.3.3
Triangle Meshes
200
3.3.4
Particles
202
3.4
Render state
203
203
223
230
242
248
251
3.5
RENDERERS AND CAMERAS
259
259
276
281
285
292
295
CHAPTER
ЛГ
Advanced scene graph Topics
299
4.1
LEVEL OF DETAIL
299
RENDER STATE
3.4.1
Global State
3.4.2
Lights
3.4.3
Textures
3.4.4
Multitexturing
3.4.5
Effects
3.4.6
The Core Classes and Render State Updates
RENDERERS AND CAMERAS
3.5.1
Camera Models
3.5.2
Basic Architecture for Rendering
3.5.3
Single-Pass Drawing
3.5.4
The DrawPrimitive Function
3.5.5
Cached Textures and Vertex Attributes
3.5.6
Global Effects and Multipass Support
4.1.1
Billboards
300
4.1.2
Display of Particles
302
4.1.3
Discrete Level of Detail
306
4.1.4
Continuous Level of Detail
309
4.1.5
Infinite Level of Detail
334
4.2
Sorting
335
4.2.1
Binary Space Partitioning Trees
336
343
354
356
4.3
Curves and Surfaces
360
362
364
366
373
4.4
Terrain
377
377
378
388
4.5
Controllers and animation
399
402
404
406
410
414
CHAPTER
ADVANCED RENDERING TOPICS
431
4.2.2
Portals
4.2.3
Sorting Children of a Node
4.2.4
Deferred Drawing
CURVES AND SURFACES
4.3.1
Parametric Curves
4.3.2
Parametric Surfaces
4.3.3
Curve Tessellation by Subdivision
4.3.4
Surface Tessellation by Subdivision
Terrain
4.4.1
Data Representations
4.4.2
Level of Detail
4.4.3
Terrain Pages and Memory Management
Controllers and animation
4.5.1
Keyframe Animation
4.5.2
Morphing
4.5.3
Points and Particles
4.5.4
Skin and Bones
4.5.5
Inverse Kinematics
5.1
Special Effects Using the Fixed-Function Pipeline
431
5.1.1
Vertex Coloring
433
5.1.2
Single Textures
434
5.1.3
Dark Maps
436
5.1.4
Light Maps
437
5.1.5
Gloss Maps
437
5.1.6
Bump Maps
440
5.1.7
Environment Maps
446
5.1.8
Projected Textures
451
5.1.9
Planar Shadows
454
5.1.10
Planar Reflection
457
5.2
Special Effects Using vertex and Pixel Shaders
462
5.2.1
Scene Graph Support
463
5.2.2
Renderer Support
479
5.2.3
Automatic Source Code Generation
486
CHAPTER
W
Collision Detection
487
6.1
Distance-Based Methods
492
6.1.1
A Plan of Attack
495
6.1.2
Root Finding Using Newton s Method
496
6.1.3
Root Finding Using Bisection
496
6.1.4
Hybrid Root Finding
497
6.1.5
An Abstract Interface for Distance Calculations
497
6.2
Intersection-Based Methods
500
6.2.1
An Abstract Interface for Intersection Queries
501
6.3
line-Object intersection
503
6.3.1
Intersections between Linear Components and Triangles
503
6.3.2
Intersections between Linear Components and
Bounding Volumes
508
6.3.3
Picking
527
6.3.4
Staying on Top of Things
534
6.3.5
Staying out of Things
535
6.4
Object-Object Intersection
536
6.4.1
Collision Groups
536
6.4.2
Hierarchical Collision Detection
540
6.4.3
Spatial and Temporal Coherence
553
CHAPTER
/
PHYSICS
565
7.1
Numerical Methods for Solving Differential Equations
565
7.1.1
Euler s Method
567
7.1.2
Midpoint Method
569
7.1.3
Runge-Kutta Fourth-Order Method
571
7.1.4
Implicit Equations and Methods
573
7.2
Particle Physics
576
7.3
Mass-Spring Systems
580
7.3.1
Curve Masses
580
7.3.2
Surface Masses
583
7.3.3
Volume Masses
586
7.3.4
Arbitrary
Configurations
589
7.4
Deformable
Bodies
591
7.5
Rigid Bodies
592
7.5.1
The Rigid Body Class
595
7.5.2
Computing the Inertia Tensor
600
CHAPTER
Ш
APPLICATIONS
601
8.1
Abstraction of the Application
602
8.1.1
Processing Command Line Parameters
603
8.1.2
The Application Class
607
8.1.3
The ConsoleApplication Class
609
8.1.4
The WindowApplication Class
612
8.1.5
The
WindowApplicatiorô
Class
620
8.2
Sample Applications
637
8.2.1
BillboardNode Sample
642
8.2.2
BspNode Sample
642
8.2.3
CachedArray Sample
645
8.2.4
Castle Sample
646
8.2.5
ClodMesh Sample
648
8.2.6
Collision Sample
648
8.2.7
InverseKinematics Sample
654
8.2.8
Portals Sample
656
8.2.9
ScreenPolygon Sample
662
8.2.10
SkinnedBiped Sample
668
8.2.11
SortFaces Sample
669
8.2.12
Terrain Sample
670
8.3
SAMPLE TOOLS
673
8.3.1
3dsToWmof Importer
673
8.3.2
Maya Exporter
673
8.3.3
BmpToWmif Converter
673
8.3.4
WmifToBmp Converter
674
8.3.5
ScenePrinter Tool
674
8.3.6
SceneTree Tool
674
8.3.7
SceneViewer Tool
674
А.З
WHITI
:
space
A.3.1
Indentation
A.3.2
Blank Lines
A.3.3
Function Declarators
A.3.4
Constructor Initializers
A.3.5
Function Calls
A.3.6
Conditionals
A.4
Braces
A.5
Pointer Types
appendix Coding Conventions
677
A.I File Naming and Organization
677
A.2 Comment Preamble and Separators
680
681
681
682
682
683
684
684
685
686
A.6 IDENTIFIER NAMES
688
A.6.1 Variables
688
A.6.2 Classes and Functions
690
A.6.3 Enumerations
690
A.7
C++
Exceptions
691
A.8 Header File Organization
692
A.8.1 Include Guards and Nested Header Files
692
A.8.
2
Minimizing Compilation Time
695
bibliography
699
Index
703
About the cd-rom
733
|
any_adam_object | 1 |
author | Eberly, David H. |
author_facet | Eberly, David H. |
author_role | aut |
author_sort | Eberly, David H. |
author_variant | d h e dh dhe |
building | Verbundindex |
bvnumber | BV019609702 |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 |
callnumber-search | QA76.76.C672 |
callnumber-sort | QA 276.76 C672 |
callnumber-subject | QA - Mathematics |
classification_rvk | ST 323 |
classification_tum | DAT 758f |
ctrlnum | (OCoLC)254424281 (DE-599)BVBBV019609702 |
dewey-full | 794.81526 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.81526 |
dewey-search | 794.81526 |
dewey-sort | 3794.81526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
format | Book |
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id | DE-604.BV019609702 |
illustrated | Illustrated |
indexdate | 2024-07-09T20:01:15Z |
institution | BVB |
isbn | 012229064x |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-012939434 |
oclc_num | 254424281 |
open_access_boolean | |
owner | DE-824 DE-739 DE-Aug4 DE-523 DE-91G DE-BY-TUM DE-859 |
owner_facet | DE-824 DE-739 DE-Aug4 DE-523 DE-91G DE-BY-TUM DE-859 |
physical | XV, 736 S. Ill., graph. Darst. CD-ROM (12 cm) |
publishDate | 2005 |
publishDateSearch | 2005 |
publishDateSort | 2005 |
publisher | Elsevier [u.a.] |
record_format | marc |
series2 | The Morgan Kaufmann series in interactive 3D technology |
spelling | Eberly, David H. Verfasser aut 3D game engine architecture engineering real-time applications with Wild Magic David H. Eberly Amsterdam [u.a.] Elsevier [u.a.] 2005 XV, 736 S. Ill., graph. Darst. CD-ROM (12 cm) txt rdacontent n rdamedia nc rdacarrier The Morgan Kaufmann series in interactive 3D technology Computerspiel - Programmierung - Dreidimensionale Computergraphik Dreidimensionale Computergraphik - Echtzeitbildverarbeitung Computerspiel (DE-588)4010457-6 gnd rswk-swf Dreidimensionale Computergrafik (DE-588)4133691-4 gnd rswk-swf Echtzeitbildverarbeitung (DE-588)4150999-7 gnd rswk-swf Programmierung (DE-588)4076370-5 gnd rswk-swf Dreidimensionale Computergrafik (DE-588)4133691-4 s Echtzeitbildverarbeitung (DE-588)4150999-7 s DE-604 Computerspiel (DE-588)4010457-6 s Programmierung (DE-588)4076370-5 s Digitalisierung UB Passau application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=012939434&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Eberly, David H. 3D game engine architecture engineering real-time applications with Wild Magic Computerspiel - Programmierung - Dreidimensionale Computergraphik Dreidimensionale Computergraphik - Echtzeitbildverarbeitung Computerspiel (DE-588)4010457-6 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd Echtzeitbildverarbeitung (DE-588)4150999-7 gnd Programmierung (DE-588)4076370-5 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4133691-4 (DE-588)4150999-7 (DE-588)4076370-5 |
title | 3D game engine architecture engineering real-time applications with Wild Magic |
title_auth | 3D game engine architecture engineering real-time applications with Wild Magic |
title_exact_search | 3D game engine architecture engineering real-time applications with Wild Magic |
title_full | 3D game engine architecture engineering real-time applications with Wild Magic David H. Eberly |
title_fullStr | 3D game engine architecture engineering real-time applications with Wild Magic David H. Eberly |
title_full_unstemmed | 3D game engine architecture engineering real-time applications with Wild Magic David H. Eberly |
title_short | 3D game engine architecture |
title_sort | 3d game engine architecture engineering real time applications with wild magic |
title_sub | engineering real-time applications with Wild Magic |
topic | Computerspiel - Programmierung - Dreidimensionale Computergraphik Dreidimensionale Computergraphik - Echtzeitbildverarbeitung Computerspiel (DE-588)4010457-6 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd Echtzeitbildverarbeitung (DE-588)4150999-7 gnd Programmierung (DE-588)4076370-5 gnd |
topic_facet | Computerspiel - Programmierung - Dreidimensionale Computergraphik Dreidimensionale Computergraphik - Echtzeitbildverarbeitung Computerspiel Dreidimensionale Computergrafik Echtzeitbildverarbeitung Programmierung |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=012939434&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT eberlydavidh 3dgameenginearchitectureengineeringrealtimeapplicationswithwildmagic |