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  1. Mathematics for 3D game programming and computer graphics
    Autor*in: Lengyel, Eric
    Erschienen: 2012
    Verlag:  Cengage Learning, Boston, Mass.

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 1435458869; 9781435458864; 1435458877; 9781435458871
    Auflage/Ausgabe: 3rd ed
    Schlagworte: Computer games; Three-dimensional display systems; Computer graphics; Mathematik; Computerspiel; Programmierung; Computergrafik; Dreidimensionale Computergrafik
    Umfang: xviii, 545 p.
    Bemerkung(en):

    Includes index

  2. Mathematics for 3D game programming and computer graphics
    Autor*in: Lengyel, Eric
    Erschienen: 2012
    Verlag:  Course Technology PTR, Boston

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781435458871; 1435458877
    RVK Klassifikation: ST 320 ; ST 324
    Auflage/Ausgabe: 3rd ed
    Schlagworte: COMPUTERS / Programming / Games; Computer games / Programming; Computer graphics / Mathematics; Three-dimensional display systems / Mathematics; Computergrafik; Computerspiel; Programmierung; Computer games / Programming; Computer graphics / Mathematics; Electronic books. / local; Three-dimensional display systems / Mathematics; Array; Programmierung; Computerspiel; Dreidimensionale Computergrafik; Mathematik; Computergrafik
    Umfang: 1 online resource (xviii, 545 pages), illustrations (some color)
    Bemerkung(en):

    Print version record

    Mathematics for 3D game programming and computer graphics, third edition, illustrates the mathematical concepts that a game developer needs to develop 3D computer graphics and game engines at the professional level

  3. Mathematics for 3D game programming and computer graphics
    Autor*in: Lengyel, Eric
    Erschienen: c2012
    Verlag:  Course Technology PTR, Boston

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universität der Bundeswehr München, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Export in Literaturverwaltung   RIS-Format
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    Hinweise zum Inhalt
  4. Mathematics for 3D game programming and computer graphics
    Autor*in: Lengyel, Eric
    Erschienen: 2012
    Verlag:  Course Technology PTR, Boston ; EBSCO Industries, Inc., Birmingham, AL, USA

    Bibliothek der Hochschule Mainz, Untergeschoss
    keine Fernleihe
    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781435458871; 1435458877
    RVK Klassifikation: ST 320 ; ST 324
    Auflage/Ausgabe: 3rd ed.
    Schlagworte: Dreidimensionale Computergrafik; Mathematik; Computerspiel; Programmierung; Computergrafik
    Umfang: 1 Online-Ressource (xviii, 545 pages), Illustrations (some color)
    Bemerkung(en):

    Includes bibliographical references and index

  5. Mathematics for 3D game programming and computer graphics
    Autor*in: Lengyel, Eric
    Erschienen: 2012
    Verlag:  Course Technology / Cengage Learning, Boston

    Cover -- Contents -- Preface -- What's New in the Third Edition -- Contents Overview -- Website and Code Listings -- Notational Conventions -- Chapter 1 The Rendering Pipeline -- 1.1 Graphics Processors -- 1.2 Vertex Transformation -- 1.3... mehr

     

    Cover -- Contents -- Preface -- What's New in the Third Edition -- Contents Overview -- Website and Code Listings -- Notational Conventions -- Chapter 1 The Rendering Pipeline -- 1.1 Graphics Processors -- 1.2 Vertex Transformation -- 1.3 Rasterization and Fragment Operations -- Chapter 2 Vectors -- 2.1 Vector Properties -- 2.2 The Dot Product -- 2.3 The Cross Product -- 2.4 Vector Spaces -- Chapter 2 Summary -- Exercises for Chapter 2 -- Chapter 3 Matrices -- 3.1 Matrix Properties -- 3.2 Linear Systems -- 3.3 Matrix Inverses -- 3.4 Determinants -- 3.5 Eigenvalues and Eigenvectors -- 3.6 Diagonalization -- Chapter 3 Summary -- Exercises for Chapter 3 -- Chapter 4 Transforms -- 4.1 Linear Transformations -- 4.1.1 Orthogonal Matrices -- 4.1.2 Handedness -- 4.2 Scaling Transforms -- 4.3 Rotation Transforms -- 4.3.1 Rotation About an Arbitrary Axis -- 4.4 Homogeneous Coordinates -- 4.4.1 Four-Dimensional Transforms -- 4.4.2 Points and Directions -- 4.4.3 Geometrical Interpretation of the w Coordinate -- 4.5 Transforming Normal Vectors -- 4.6 Quaternions -- 4.6.1 Quaternion Mathematics -- 4.6.2 Rotations with Quaternions -- 4.6.3 Spherical Linear Interpolation -- Chapter 4 Summary -- Exercises for Chapter 4 -- Chapter 5 Geometry for 3D Engines -- 5.1 Lines in 3D Space -- 5.1.1 Distance Between a Point and a Line -- 5.1.2 Distance Between Two Lines -- 5.2 Planes in 3D Space -- 5.2.1 Intersection of a Line and a Plane -- 5.2.2 Intersection of Three Planes -- 5.2.3 Transforming Planes -- 5.3 The View Frustum -- 5.3.1 Field of View -- 5.3.2 Frustum Planes -- 5.4 Perspective-Correct Interpolation -- 5.4.1 Depth Interpolation -- 5.4.2 Vertex Attribute Interpolation -- 5.5 Projections -- 5.5.1 Perspective Projections -- 5.5.2 Orthographic Projections -- 5.5.3 Extracting Frustum Planes -- 5.6 Reflections and Oblique Clipping -- Chapter 5 Summary.

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781435458871; 1435458877; 9781435458864
    RVK Klassifikation: ST 320
    Auflage/Ausgabe: 3rd ed (Online-Ausg.)
    Schlagworte: Computer games; Three-dimensional display systems; Computer graphics
    Umfang: Online-Ressource (xviii, 545 p.), ill. (some col.)
    Bemerkung(en):

    Includes index. - Electronic reproduction; Palo Alto, Calif; ebrary; 2011; Available via World Wide Web; Access may be limited to ebrary affiliated libraries

    ""Cover""; ""Contents""; ""Preface""; ""What�s New in the Third Edition""; ""Contents Overview""; ""Website and Code Listings""; ""Notational Conventions""; ""Chapter 1 The Rendering Pipeline""; ""1.1 Graphics Processors""; ""1.2 Vertex Transformation""; ""1.3 Rasterization and Fragment Operations""; ""Chapter 2 Vectors""; ""2.1 Vector Properties""; ""2.2 The Dot Product""; ""2.3 The Cross Product""; ""2.4 Vector Spaces""; ""Chapter 2 Summary""; ""Exercises for Chapter 2""; ""Chapter 3 Matrices""; ""3.1 Matrix Properties""; ""3.2 Linear Systems""; ""3.3 Matrix Inverses""

    ""3.4 Determinants""""3.5 Eigenvalues and Eigenvectors""; ""3.6 Diagonalization""; ""Chapter 3 Summary""; ""Exercises for Chapter 3""; ""Chapter 4 Transforms""; ""4.1 Linear Transformations""; ""4.1.1 Orthogonal Matrices""; ""4.1.2 Handedness""; ""4.2 Scaling Transforms""; ""4.3 Rotation Transforms""; ""4.3.1 Rotation About an Arbitrary Axis""; ""4.4 Homogeneous Coordinates""; ""4.4.1 Four-Dimensional Transforms""; ""4.4.2 Points and Directions""; ""4.4.3 Geometrical Interpretation of the w Coordinate""; ""4.5 Transforming Normal Vectors""; ""4.6 Quaternions""

    ""4.6.1 Quaternion Mathematics""""4.6.2 Rotations with Quaternions""; ""4.6.3 Spherical Linear Interpolation""; ""Chapter 4 Summary""; ""Exercises for Chapter 4""; ""Chapter 5 Geometry for 3D Engines""; ""5.1 Lines in 3D Space""; ""5.1.1 Distance Between a Point and a Line""; ""5.1.2 Distance Between Two Lines""; ""5.2 Planes in 3D Space""; ""5.2.1 Intersection of a Line and a Plane""; ""5.2.2 Intersection of Three Planes""; ""5.2.3 Transforming Planes""; ""5.3 The View Frustum""; ""5.3.1 Field of View""; ""5.3.2 Frustum Planes""; ""5.4 Perspective-Correct Interpolation""

    ""5.4.1 Depth Interpolation""""5.4.2 Vertex Attribute Interpolation""; ""5.5 Projections""; ""5.5.1 Perspective Projections""; ""5.5.2 Orthographic Projections""; ""5.5.3 Extracting Frustum Planes""; ""5.6 Reflections and Oblique Clipping""; ""Chapter 5 Summary""; ""Exercises for Chapter 5""; ""Chapter 6 Ray Tracing""; ""6.1 Root Finding""; ""6.1.1 Quadratic Polynomials""; ""6.1.2 Cubic Polynomials""; ""6.1.3 Quartic Polynomials""; ""6.1.4 Newton�s Method""; ""6.1.5 Refinement of Reciprocals and Square Roots""; ""6.2 Surface Intersections""; ""6.2.1 Intersection of a Ray and a Triangle""

    ""6.2.2 Intersection of a Ray and a Box""""6.2.3 Intersection of a Ray and a Sphere""; ""6.2.4 Intersection of a Ray and a Cylinder""; ""6.2.5 Intersection of a Ray and a Torus""; ""6.3 Normal Vector Calculation""; ""6.4 Reflection and Refraction Vectors""; ""6.4.1 Reflection Vector Calculation""; ""6.4.2 Refraction Vector Calculation""; ""Chapter 6 Summary""; ""Exercises for Chapter 6""; ""Chapter 7 Lighting and Shading""; ""7.1 RGB Color""; ""7.2 Light Sources""; ""7.2.1 Ambient Light""; ""7.2.2 Directional Light Sources""; ""7.2.3 Point Light Sources""; ""7.2.4 Spot Light Sources""

    ""7.3 Diffuse Reflection""