The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics—all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.
The first book to explain the principals behind mobile 3D hardware implementation, helping readers understand advanced algorithms, produce low-cost, low-power SoCs, or become familiar with embedded systems As mobile broadcasting and entertainment applications evolve, there is increasing interest in 3D graphics within the field of mobile electronics, particularly for handheld devices. In Mobile 3D Graphics SoC, Yoo provides a comprehensive understanding of the algorithms of mobile 3D graphics and their real chip implementation methods. 3D graphics SoC (System on a Chip) architecture and its interaction with embedded system software are explained with numerous examples. Yoo divides the book into three sections: general methodology of low power SoC, design of low power 3D graphics SoC, and silicon implementation of 3D graphics SoCs and their application to mobile electronics. Full examples are presented at various levels such as system level design and circuit level optimization along with design technology. Yoo incorporates many real chip examples, including many commercial 3D graphics chips, and provides cross-comparisons of various architectures and their performance. Furthermore, while advanced 3D graphics techniques are well understood and supported by industry standards, this is less true in the emerging mobile applications and games market. This book redresses this imbalance, providing an in-depth look at the new OpenGL ES (The Standard for Embedded Accelerated 3D Graphics), and shows what these new embedded systems graphics libraries can provide for 3D graphics and games developers.
Cg is a complete programming environment for the fast creation of special effects and real-time cinematic quality experiences on multiple platforms. This text provides a guide to the Cg graphics language.
Written by hundreds experts who have made contributions to both enterprise and academics research, these excellent reference books provide all necessary knowledge of the whole industrial chain of integrated circuits, and cover topics related to the technology evolution trends, fabrication, applications, new materials, equipment, economy, investment, and industrial developments of integrated circuits. Especially, the coverage is broad in scope and deep enough for all kind of readers being interested in integrated circuit industry. Remarkable data collection, update marketing evaluation, enough working knowledge of integrated circuit fabrication, clear and accessible category of integrated circuit products, and good equipment insight explanation, etc. can make general readers build up a clear overview about the whole integrated circuit industry. This encyclopedia is designed as a reference book for scientists and engineers actively involved in integrated circuit research and development field. In addition, this book provides enough guide lines and knowledges to benefit enterprisers being interested in integrated circuit industry.
Using WebGL®, you can create sophisticated interactive 3D graphics inside web browsers, without plug-ins. WebGL makes it possible to build a new generation of 3D web games, user interfaces, and information visualization solutions that will run on any standard web browser, and on PCs, smartphones, tablets, game consoles, or other devices. WebGL Programming Guide will help you get started quickly with interactive WebGL 3D programming, even if you have no prior knowledge of HTML5, JavaScript, 3D graphics, mathematics, or OpenGL. You’ll learn step-by-step, through realistic examples, building your skills as you move from simple to complex solutions for building visually appealing web pages and 3D applications with WebGL. Media, 3D graphics, and WebGL pioneers Dr. Kouichi Matsuda and Dr. Rodger Lea offer easy-to-understand tutorials on key aspects of WebGL, plus 100 downloadable sample programs, each demonstrating a specific WebGL topic. You’ll move from basic techniques such as rendering, animating, and texturing triangles, all the way to advanced techniques such as fogging, shadowing, shader switching, and displaying 3D models generated by Blender or other authoring tools. This book won’t just teach you WebGL best practices, it will give you a library of code to jumpstart your own projects. Coverage includes: • WebGL’s origin, core concepts, features, advantages, and integration with other web standards • How and basic WebGL functions work together to deliver 3D graphics • Shader development with OpenGL ES Shading Language (GLSL ES) • 3D scene drawing: representing user views, controlling space volume, clipping, object creation, and perspective • Achieving greater realism through lighting and hierarchical objects • Advanced techniques: object manipulation, heads-up displays, alpha blending, shader switching, and more • Valuable reference appendixes covering key issues ranging from coordinate systems to matrices and shader loading to web browser settings This is the newest text in the OpenGL Technical Library, Addison-Wesley’s definitive collection of programming guides an reference manuals for OpenGL and its related technologies. The Library enables programmers to gain a practical understanding of OpenGL and the other Khronos application-programming libraries including OpenGL ES and OpenCL. All of the technologies in the OpenGL Technical Library evolve under the auspices of the Khronos Group, the industry consortium guiding the evolution of modern, open-standards media APIs.
Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
John Mauchly, J. Presper Eckert, Jr., and their team built ENIAC (Electronic Numerical Integrator and Computer) in 1946, the first modern stored-program electronic computer. They built it primarily to design weapons during the Second World War. Since then, computers have entered every facet of our daily life. Nowadays, we use computers extensively to process data in banks, government offices, and commercial establishments. We use them to book train tickets, airline tickets, and hotel rooms. They control systems such as satellites and moon landers in real-time. They create complex graphics and animation. They synthesize speech and music. They write essays and draw pictures. They control Robots. Publishers use them as tools. They are used to play video games. Many devices, such as audio and video tape recorders and film cameras, have died and been replaced by digital devices. They have eliminated many jobs, such as type-setters, and created new jobs, such as programmers, requiring better skills. It is fascinating to trace this history. This book recounts the history of modern computing as a sequence of seventy-two anecdotes, beginning with how engineers at the University of Pennsylvania built the modern stored program computer ENIAC in 1946 and ends with the story of the evolution of ChatGPT and Gemini, the generative large language model neural network released between 2022 and 2024 that give natural language answers to natural language questions, write essays, compose poems, and write computer programs. The anecdotes in this book are short. Each anecdote is between 1500 and 2500 words and recounts the story of an important invention in the evolution of modern computing and the people who innovated. There are seventy-two anecdotes in this book. The anecdotes cover the history of computer hardware, software, applications, computer communications, and artificial intelligence. The set of anecdotes on hardware systems describes, among others, the history of the evolution of computers, such as the IBM 701, CDC 6600, IBM 360 family, Digital Equipment Corporation's PDP series, Apple – the early personal computer, and Atlas – a pioneering British computer, IBM PC, Connection Machine, Cray series supercomputers, computing cluster Beowulf, IBM Roadrunner – the fastest and the most expensive ($ 600 million) computer in the World in 2022, Raspberry Pi – the cheapest ($35) computer. The group of anecdotes on software describes the evolution of Fortran, COBOL, BASIC, Compatible Time-shared systems, Unix, CP/M OS, MS-DOS, Project MAC, and open-source software movement, among others. Some anecdotes are on computer applications, such as Data Base Management Systems (DBMS), spreadsheets, cryptography, and Global Positioning Systems (GPS). The anecdotes on computer communications recount the evolution of computer communication networks, such as ALOHAnet, Ethernet, ARPANET, and the Internet, among others. The anecdotes on Artificial Intelligence (AI) start with "Who coined the word Artificial Intelligence?" and recounts early chess-playing programs, the evolution of neural networks, Expert Systems, and the history of chatbots and Robots. These anecdotes are similar to a short story collection. A reader may read them in any order. Each anecdote is self-contained, and readers may read the one that interests them. The language used in the book is simple, with no jargon. Anyone with a high school education can understand the material in this book. KEY FEATURES • The book recounts the history of modern computing as a series of 72 anecdotes • Each anecdote tells the story of an important event in the history of computing • Each anecdote describes an invention and those who invented • Each anecdote is self-contained and may be read in any order • Suitable for a general reader with a high school education TARGET AUDIENCE • Students Pursuing Computer Science & IT Courses • IT Professionals • 10+2 students
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