From GameDev.net
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Beginning OpenGL Game Programming
by Dave Astle, Kevin Hawkins
Published March 2004
List Price: $29.99, Your Amazon.com Price: $19.79
Course PTR Price: $23.99
Average rating:
Amazon Sales Rank: 23,437 |
Summary
Beginning OpenGL Game Programming provides new game programmers with a
complete introduction to 3D game programming using OpenGL. All of the basic
elements of OpenGL as it applies to game development are covered. You will learn
how to apply these elements to games. The material is designed to be completely
accessible to beginners, with complete but concise coverage to ensure the
highest value.
Features
- Provides new game
programmers with a complete introduction to 3D game programming using OpenGL
- Makes this popular
development environment accessible to beginning developers
- Written by the founders of
GameDev.net and authors of the successful OpenGL Game Programming.
Table of Contents
Introduction
Part I: The Basics
Chapter 1 – The Exploration Begins
Chapter 2 – Creating a Simple OpenGL Application
Chapter 3 – OpenGL States and Primitives
Chapter 4 – Transformations and OpenGL Matrices
Chapter 5 – Adding Color, Blending, Lighting, and Fog
Chapter 6 – Bitmaps and Images with OpenGL
Chapter 7 – Texture Mapping
Part II: Beyond the Basics
Chapter 8 – OpenGL Extensions
Chapter 9 – More on Texture Mapping
Chapter 10 – Up Your Performance
Chapter 11 – Displaying Text
Chapter 12 – OpenGL Buffers
Chapter 13 – Putting it All Together – A Simple Game
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Computer Graphics: Principles and Practice
by James D. Foley, Andries Van Dam, John Hughes, Feiner
Published August 1995
List Price: $89.99, Your Amazon.com Price: $70.19
Average rating:
Amazon Sales Rank: 46,004 |
Summary
CG:P&P is considered the standard text for computer graphics. It contains the
timeless, foundational theory and algorithms that are present in almost every
graphics application. It covers scan coversion, rasterization, lighting and
shading, texture-mapping, ray tracing, reflections, and more.
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Level of Detail for 3D Graphics
by David Luebke, Martin Reddy, Jonathan D. Cohen, Amitabh Varshney,
Benjamin Watson, Robert Huebner
Published July 2002
List Price: $83.95, Your Amazon.com Price: $66.32
Average rating:
Amazon Sales Rank: 238,402 |
Summary
Brings together, for the first time, the mechanisms, principles, practices, and
theory needed by every graphics developer seeking to apply LOD methods. Will
enable graphics developers from all disciplines to apply these formidable
techniques to their own work.
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Physically Based Rendering
by Matt Pharr, Greg Humphreys
Published August 2004
Your Amazon.com Price: $79.95
Average rating:
Amazon Sales Rank: 28,201 |
Summary
From movies to video games, computer-rendered images are pervasive today.
Physically Based Rendering introduces the concepts and theory of photorealistic
rendering hand in hand with the source code for a sophisticated renderer. By
coupling the discussion of rendering algorithms with their implementations, Matt
Pharr and Greg Humphreys are able to reveal many of the details and subtleties
of these algorithms. But this book goes further; it also describes the design
strategies involved with building real systems-there is much more to writing a
good renderer than stringing together a set of fast algorithms. For example,
techniques for high-quality antialiasing must be considered from the start, as
they have implications throughout the system. The rendering system described in
this book is itself highly readable, written in a style called literate
programming that mixes text describing the system with the code that implements
it. Literate programming gives a gentle introduction to working with programs of
this size. This lucid pairing of text and code offers the most complete and
in-depth book available for understanding, designing, and building physically
realistic rendering systems.
- The companion CD-ROM
includes the source code for a complete rendering system for Windows, Mac OS
X, and Linux—with many of the features found in high-quality commercial
systems.
- The system is written in
the literate programming style that describes concepts in a natural
progression, and its plug-in architecture makes the system's basic structure
transparent and allows for new features to be added easily.
- The rendering system
implements a number of newer or difficult-to-implement algorithms and
techniques, including subdivision surfaces, Monte Carlo light transport, and
volumetric scattering.