3D Games, Vol. 2 : Animation and Advanced Real-Time Rendering (with CD-Rom)

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Language: English
Cover of the book 3D Games, Vol. 2 : Animation and Advanced Real-Time Rendering (with CD-Rom)

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546 p. · 19x24 cm · Hardback
The second volume of the 3D Games series concentrates on the areas of advanced real-time rendering and animation. The computer games industry continues to consume techniques from off-line graphics as more and more powerful hardware facilitates this. With the launch of GeForce3 and X-box there is a massive leap forward in the techniques that can be implemented in real-time. The theory behind these techniques is addressed in the book, integrated with practical implementations using the accompanying FLY3D games engine. The game engine that accompanies the text is a second generation advanced engine that includes, for example, facial animation and full facilities for character animation. The book/CD package will appeal to students on computer games courses or on graphics courses with an emphasis on animation. It will also appeal to professional games developers and other games enthusiasts keen to understand the theory behind games development and create their own games.
The anatomy of an advanced games system. Build Processes in games. Real-time Processes in games. Software design and applications - building games systems. Real-time rendering. Real-time Rendering - Theory. Real-time Rendering - Practice. Geometry Processing. Animation. Animating Characters. Animating Shape. Elements of Advanced animation and Facial Animation. Animating Characters with MoCap. Inverse Kinematics.