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  • Allen Sherrod

    Langue: anglais

    Edité par Cengage Learning, Inc, Hingham, 2008

    ISBN 10 : 1584505168 ISBN 13 : 9781584505167

    Vendeur : Grand Eagle Retail, Bensenville, IL, Etats-Unis

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    Edition originale

    EUR 79,90

    Livraison gratuite
    Expédition nationale : Etats-Unis

    Quantité disponible : 1 disponible(s)

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    Hardcover. Etat : new. Hardcover. 'Game Graphics Programming' examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Detailed C++ source code and pseudocode are used as examples throughout the book to demonstrate the methods being taught, but the techniques presented can be used with any programming language or tool. You'll begin with an introduction to basic 2D and 3D game graphics tools and components including common game mathematics, colors and pixels, and computer memory, as well as ray tracing and rasterization techniques and programmable shaders. Once you've reviewed the foundations of game graphics, you'll go more in-depth with shading and surfaces, direct and global illumination, special effects, and rendering nature. After the how and why of each technique is presented, you'll also examine optimizations that can be done to improve performance and alternative methods. 'Game Graphics Programming' presents you with all of the information you need to efficiently and effectively create eye-catching graphical scenes for video games. Examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

  • Mike Dickheiser

    Langue: anglais

    Edité par Cengage Learning, Inc, Hingham, 2006

    ISBN 10 : 1584504501 ISBN 13 : 9781584504504

    Vendeur : Grand Eagle Retail, Bensenville, IL, Etats-Unis

    Évaluation du vendeur 5 sur 5 étoiles Evaluation 5 étoiles, En savoir plus sur les évaluations des vendeurs

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    Edition originale

    EUR 123,93

    Livraison gratuite
    Expédition nationale : Etats-Unis

    Quantité disponible : 1 disponible(s)

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    Hardcover. Etat : new. Hardcover. Welcome to the sixth volume of the Game Programming Gems series. With team sizes constantly expanding, developers are finding themselves pushed to become increasingly specialized. This makes it important to have cutting-edge, ready-to-use material in your specialization, as well as resources that you can call upon if you need to work outside your area of expertise. Volume 6 has been explicitly designed with your current challenges in mind. With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. All of these capabilities require robust teams and longer schedules, so to help ensure that your games are still delivered on time and on budget, you'll find 50 all new articles written by experts in game technology from many different backgrounds and over twenty countries. This volume also includes a brand new section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. So, whether you're a new game programmer starting out on this exciting path, a grizzled, industry veteran, or a most welcome visitor, we hope that you will find inspiration, insight, and at least one or two true gems to use in your world! With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. This volume includes a section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

  • Allen Sherrod

    Langue: anglais

    Edité par Cengage Learning, Inc, Hingham, 2008

    ISBN 10 : 1584505168 ISBN 13 : 9781584505167

    Vendeur : AussieBookSeller, Truganina, VIC, Australie

    Évaluation du vendeur 5 sur 5 étoiles Evaluation 5 étoiles, En savoir plus sur les évaluations des vendeurs

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    Edition originale

    EUR 121,28

    Expédition à EUR 32,52
    Expédition depuis Australie vers Etats-Unis

    Quantité disponible : 1 disponible(s)

    Ajouter au panier

    Hardcover. Etat : new. Hardcover. 'Game Graphics Programming' examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Detailed C++ source code and pseudocode are used as examples throughout the book to demonstrate the methods being taught, but the techniques presented can be used with any programming language or tool. You'll begin with an introduction to basic 2D and 3D game graphics tools and components including common game mathematics, colors and pixels, and computer memory, as well as ray tracing and rasterization techniques and programmable shaders. Once you've reviewed the foundations of game graphics, you'll go more in-depth with shading and surfaces, direct and global illumination, special effects, and rendering nature. After the how and why of each technique is presented, you'll also examine optimizations that can be done to improve performance and alternative methods. 'Game Graphics Programming' presents you with all of the information you need to efficiently and effectively create eye-catching graphical scenes for video games. Examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.

  • Mike Dickheiser

    Langue: anglais

    Edité par Cengage Learning, Inc, Hingham, 2006

    ISBN 10 : 1584504501 ISBN 13 : 9781584504504

    Vendeur : AussieBookSeller, Truganina, VIC, Australie

    Évaluation du vendeur 5 sur 5 étoiles Evaluation 5 étoiles, En savoir plus sur les évaluations des vendeurs

    Contacter le vendeur

    Edition originale

    EUR 183,16

    Expédition à EUR 32,52
    Expédition depuis Australie vers Etats-Unis

    Quantité disponible : 1 disponible(s)

    Ajouter au panier

    Hardcover. Etat : new. Hardcover. Welcome to the sixth volume of the Game Programming Gems series. With team sizes constantly expanding, developers are finding themselves pushed to become increasingly specialized. This makes it important to have cutting-edge, ready-to-use material in your specialization, as well as resources that you can call upon if you need to work outside your area of expertise. Volume 6 has been explicitly designed with your current challenges in mind. With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. All of these capabilities require robust teams and longer schedules, so to help ensure that your games are still delivered on time and on budget, you'll find 50 all new articles written by experts in game technology from many different backgrounds and over twenty countries. This volume also includes a brand new section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. So, whether you're a new game programmer starting out on this exciting path, a grizzled, industry veteran, or a most welcome visitor, we hope that you will find inspiration, insight, and at least one or two true gems to use in your world! With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. This volume includes a section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.