Download 3D Graphics for Game Programming by JungHyun Han PDF

By JungHyun Han

Designed for complicated undergraduate and starting graduate classes, 3D photos for online game Programming presents must-know info for fulfillment in interactive snap shots. Assuming a minimum prerequisite realizing of vectors and matrices, it additionally presents adequate mathematical heritage for video game builders to mix their prior adventure in pictures API and shader programming with the historical past conception of machine graphics.

Well equipped and logically provided, this ebook takes its organizational layout from GPU programming and offers a number of algorithms for programmable levels in addition to the information required to configure hard-wired levels. simply available, it deals a wealth of tricky 3D visible displays and comprises extra theoretical and technical info in separate shaded packing containers and non-compulsory sections.

Maintaining API neutrality all through to maximise applicability, the publication supplies pattern courses to aid in realizing. complete PowerPoint documents and extra fabric, together with movies and lecture notes with the entire figures within the booklet, can be found at the book’s web site:

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Extra resources for 3D Graphics for Game Programming

Example text

Consider the line segments l1 and l2 in Fig. 16-(b). They would appear to be of equal length in the projection plane even though l2 is longer than l1 in the 3D space. It is the effect of perspective projection, where objects farther away look smaller. Now see the right-hand side of Fig. 16-(b). , we have a universal projection line. Take a closer look at the teapot deformed by the projection transform. The polygons near the COP are relatively expanded whereas those at the rear side of the view frustum are relatively shrunken.

Fig. 9: Before transforms, n is orthogonal to the triangle p,q,r . Whereas T p,q,r is transformed by M , n is transformed by (M −1 ) . Then, the transformed normal n remains orthogonal to the transformed triangle p ,q ,r . 2 View Transform Suppose that the world transform has been completed and all objects are now defined in the world space. We then have to specify the pose of the camera (which is often called the viewer or eye) in the world space, in order to capture the scene. Given the camera pose, the camera space is defined.

Consider the cylinder and sphere in Fig. 14. Such out-of-frustum objects do not contribute to the final image. If they can be discarded before entering the GPU pipeline, the overall performance will increase. View-frustum culling serves the purpose [9]. In a typical implementation of view-frustum culling, a large enough box or sphere bounding a polygon mesh is computed at the preprocessing step, and then at run time a CPU program tests if the bounding Vertex Processing 43 Fig. 15: If a polygon intersects the view frustum’s boundary, the part of the polygon outside the view frustum is discarded.

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