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Advanced Game Development with Programmable Graphics Hardware

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Overview

Written for game programmers and developers, this book covers GPU techniques and supporting applications that are commonly used in games and similar real-time 3D applications. The authors describe the design of programs and systems that can be used to implement games and other applications whose requirements are to render real-time animation sequences (such as walks through complex scenes) at the high quality now available from GPUs. The text is mainly structured around programming in Cg; but also includes techniques (in C++/OpenGL) that do not map onto GPU hardware. The supplementary CD includes implementation for most of the techniques covered in the book and full source code for an advanced render library in Cg/C++/OpenGL. This library can be used to quickly develop 3D games and applications which make use of the advanced features available in current programmable graphics hardware like GPU based animation, lighting, shadows, and special effects. The authors would like to acknowledge the following people who were omitted from the acknowledgements in the first printing. Julio Lucio—-For his substantial work on the character animation and morph targets exporters for 3dsmax and testing all animation related features. Peter Dahl—-For his substantial contribution to some render objects used on Taikodom and effects such as motion blur and depth of field in sections of Chapter 6. Manuel M. Oliveira—-As a co-contributor for Chapter 5 and for many hours we spent talking about new Relief Mapping ideas and different implementation details.

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Product Details

  • ISBN-13: 9781568812403
  • Publisher: Taylor & Francis
  • Publication date: 8/1/2005
  • Edition description: New Edition
  • Pages: 374
  • Product dimensions: 8.60 (w) x 8.20 (h) x 0.82 (d)

Meet the Author

Alan Watt
Bestselling author Alan Watt has received many awards for his writing, including France’s 2004 Prix Printemps (best foreign novel). He founded LA Writers’ Lab in 2002. He lectures on the creative process and teaches The 90-Day Novel workshops to writers throughout the world. For information on upcoming books go to
www.lawriterslab.com
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Table of Contents

1 Introduction and Cg programming overview 1
2 Light/object shaders 29
3 Texture mapping 57
4 Rendering shadows 89
5 Advanced mapping techniques and ray tracing on the GPU 119
6 Common games effects 173
7 Recorded animation : interpolation and management 189
8 Real-time animation 221
9 Character animation - using MoCap and skinning 255
10 Facial animation 297
11 Managing game development 317
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