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Edité par A K Peters/CRC Press 2015-08-26, 2015
ISBN 10 : 1482250926 ISBN 13 : 9781482250923
Langue: anglais
Vendeur : Chiron Media, Wallingford, Royaume-Uni
EUR 112,70
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Ajouter au panierHardcover. Etat : New.
Vendeur : Ria Christie Collections, Uxbridge, Royaume-Uni
EUR 140,10
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Edité par Apple Academic Press Inc., 2015
ISBN 10 : 1482250926 ISBN 13 : 9781482250923
Langue: anglais
Vendeur : THE SAINT BOOKSTORE, Southport, Royaume-Uni
EUR 137,24
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Ajouter au panierHardback. Etat : New. New copy - Usually dispatched within 4 working days. 1264.
Vendeur : Majestic Books, Hounslow, Royaume-Uni
EUR 145,90
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Ajouter au panierEtat : New. pp. 700.
Edité par Apple Academic Press Inc., 2015
ISBN 10 : 1482250926 ISBN 13 : 9781482250923
Langue: anglais
Vendeur : Kennys Bookshop and Art Galleries Ltd., Galway, GY, Irlande
EUR 154,99
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Ajouter au panierEtat : New. 2015. 3rd Edition. Hardcover. . . . . .
EUR 145,75
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Ajouter au panierEtat : New. James M. Van Verth is a software engineer at Google, where he works on GPU support for the Skia 2D Graphics Library. He has worked for Insomniac Games, NVIDIA, and Red Storm Entertainment and, for the past 17 years, he has been a regular.
Vendeur : GreatBookPrices, Columbia, MD, Etats-Unis
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Vendeur : Biblios, Frankfurt am main, HESSE, Allemagne
EUR 169,84
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Ajouter au panierEtat : New. pp. 700.
Edité par Apple Academic Press Inc., 2015
ISBN 10 : 1482250926 ISBN 13 : 9781482250923
Langue: anglais
Vendeur : Kennys Bookstore, Olney, MD, Etats-Unis
EUR 190,57
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Ajouter au panierEtat : New. 2015. 3rd Edition. Hardcover. . . . . . Books ship from the US and Ireland.
Edité par Apple Academic Press Inc., Oakville, 2015
ISBN 10 : 1482250926 ISBN 13 : 9781482250923
Langue: anglais
Vendeur : CitiRetail, Stevenage, Royaume-Uni
EUR 165,01
Autre deviseQuantité disponible : 1 disponible(s)
Ajouter au panierHardcover. Etat : new. Hardcover. Expert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.New to the Third EditionCompletely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.The Foundation for Successful 3D ProgrammingThe book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation.An Introduction to Creating Real and Active Virtual WorldsThis updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays.Web ResourceA supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors GDC tutorials. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
Edité par Apple Academic Press Inc., Oakville, 2015
ISBN 10 : 1482250926 ISBN 13 : 9781482250923
Langue: anglais
Vendeur : AussieBookSeller, Truganina, VIC, Australie
EUR 159,12
Autre deviseQuantité disponible : 1 disponible(s)
Ajouter au panierHardcover. Etat : new. Hardcover. Expert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.New to the Third EditionCompletely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.The Foundation for Successful 3D ProgrammingThe book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation.An Introduction to Creating Real and Active Virtual WorldsThis updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays.Web ResourceA supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors GDC tutorials. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
Vendeur : Lucky's Textbooks, Dallas, TX, Etats-Unis
EUR 132,06
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Ajouter au panierEtat : New.
Vendeur : Revaluation Books, Exeter, Royaume-Uni
EUR 202,83
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Ajouter au panierHardcover. Etat : Brand New. 3rd revised edition. 568 pages. 9.50x7.75x1.25 inches. In Stock.
Edité par Apple Academic Press Inc., CA, 2015
ISBN 10 : 1482250926 ISBN 13 : 9781482250923
Langue: anglais
Vendeur : Rarewaves.com UK, London, Royaume-Uni
EUR 221,57
Autre deviseQuantité disponible : Plus de 20 disponibles
Ajouter au panierHardback. Etat : New. Expert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.New to the Third EditionCompletely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.The Foundation for Successful 3D ProgrammingThe book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation.An Introduction to Creating Real and Active Virtual WorldsThis updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays.Web ResourceA supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors' GDC tutorials.
Edité par Apple Academic Press Inc., Oakville, 2015
ISBN 10 : 1482250926 ISBN 13 : 9781482250923
Langue: anglais
Vendeur : Grand Eagle Retail, Mason, OH, Etats-Unis
EUR 158,31
Autre deviseQuantité disponible : 1 disponible(s)
Ajouter au panierHardcover. Etat : new. Hardcover. Expert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.New to the Third EditionCompletely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.The Foundation for Successful 3D ProgrammingThe book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation.An Introduction to Creating Real and Active Virtual WorldsThis updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays.Web ResourceA supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors GDC tutorials. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Edité par Apple Academic Press Inc., CA, 2015
ISBN 10 : 1482250926 ISBN 13 : 9781482250923
Langue: anglais
Vendeur : Rarewaves.com USA, London, LONDO, Royaume-Uni
EUR 234,18
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Ajouter au panierHardback. Etat : New. Expert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.New to the Third EditionCompletely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.The Foundation for Successful 3D ProgrammingThe book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation.An Introduction to Creating Real and Active Virtual WorldsThis updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays.Web ResourceA supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors' GDC tutorials.
Edité par Apple Academic Press Inc., 2015
ISBN 10 : 1482250926 ISBN 13 : 9781482250923
Langue: anglais
Vendeur : THE SAINT BOOKSTORE, Southport, Royaume-Uni
EUR 138,62
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Ajouter au panierHardback. Etat : New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days.
Vendeur : BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Allemagne
EUR 136,50
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Ajouter au panierBuch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Expert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.New to the Third EditionCompletely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.The Foundation for Successful 3D ProgrammingThe book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation.An Introduction to Creating Real and Active Virtual WorldsThis updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays.Web ResourceA supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors' GDC tutorials. 624 pp. Englisch.
Edité par Apple Academic Press Inc., 2015
ISBN 10 : 1482250926 ISBN 13 : 9781482250923
Langue: anglais
Vendeur : PBShop.store UK, Fairford, GLOS, Royaume-Uni
EUR 158,45
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Ajouter au panierHRD. Etat : New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Vendeur : Revaluation Books, Exeter, Royaume-Uni
EUR 155,01
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Ajouter au panierHardcover. Etat : Brand New. 3rd revised edition. 568 pages. 9.50x7.75x1.25 inches. In Stock. This item is printed on demand.
Vendeur : PBShop.store US, Wood Dale, IL, Etats-Unis
EUR 168,50
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Ajouter au panierHRD. Etat : New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Vendeur : AHA-BUCH GmbH, Einbeck, Allemagne
EUR 151,67
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Ajouter au panierBuch. Etat : Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Expert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.New to the Third EditionCompletely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.The Foundation for Successful 3D ProgrammingThe book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation.An Introduction to Creating Real and Active Virtual WorldsThis updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays.Web ResourceA supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors' GDC tutorials.