没有合适的资源?快使用搜索试试~ 我知道了~
首页《3D游戏引擎设计(第2版):实时图形实践指南》书签分享
《3D游戏引擎设计(第2版):实时图形实践指南》书签分享
需积分: 9 4 下载量 181 浏览量
更新于2024-07-20
收藏 9.74MB PDF 举报
《3D Game Engine Design 第二版:实时计算机图形实践方法》是由David H. Eberly所著,由Geometric Tools, Inc.出版的一本专业书籍,隶属于Elsevier集团的Morgan Kaufmann imprint。本书旨在提供对3D游戏引擎设计的深入理解,适用于想要在游戏开发领域中实现高质量实时图形渲染的专业人士。 在本书中,作者以实践为导向,系统地讲解了3D游戏引擎的设计原理和关键技术,涵盖了从基础几何体操作、光照模型到物理模拟、动画系统,以及图形渲染管线的构建等内容。读者可以借此学习如何构建一个功能强大的游戏引擎,包括如何处理场景管理、纹理映射、阴影计算、碰撞检测和网络通信等核心功能。 第二版的更新可能包括了最新的技术和编程语言的最佳实践,例如使用OpenGL或DirectX等图形API,以及现代游戏引擎如Unity或Unreal Engine的原理与应用。书中还可能涵盖了虚拟内存管理、多线程优化、GPU编程和性能调试等方面的知识,帮助开发者理解和解决实际开发中的挑战。 此外,本书的特点之一是提供了丰富的书签功能,便于读者查找和回顾重要的概念和代码示例,这对于学习者来说是非常宝贵的资源。作者通过实例和案例分析,帮助读者将理论知识转化为实际项目的经验,从而提升他们的技能和解决问题的能力。 《3D Game Engine Design 第二版》不仅适合于有编程背景的游戏开发者,也适合对计算机图形学感兴趣的学生和研究人员。无论你是希望从事游戏开发,还是对图形渲染技术有所研究,这本书都将为你提供扎实的理论支持和实用的实践经验,让你在游戏引擎设计的道路上更进一步。
资源详情
资源推荐
![](https://csdnimg.cn/release/download_crawler_static/9687462/bg10.jpg)
xvii
1
1
1
1 6
6
6
6 Numerical
Numerical
Numerical
Numerical Method
Method
Method
Method .....................................
.....................................
.....................................
..................................... 719
719
719
719
o 1 6.1 Systems of Equations
o 16.2 Eigensystems
o 16.3 Least-Squares Fitting
o 16.4 Minimization
o 16.5 Root Finding
o 16.6 Integration
o 16.7 Differential Equations
o 16.8 Fast Function Evaluation
17
17
17
17 Rotations.....................................................759
Rotations.....................................................759
Rotations.....................................................759
Rotations.....................................................759
o 17.1 Rotation Matrices
o 17.2 Quaternions
o 17.3 Euler Angles
o 17.4 Performance Issues
o 17.5 The Curse of Nonuniform Scaling
18
18
18
18 Object-Oriented
Object-Oriented
Object-Oriented
Object-Oriented Infrastructure...............783
Infrastructure...............783
Infrastructure...............783
Infrastructure...............783
o 18.1 Object-Oriented Software Construction
o 18.2 Style, Naming Conventions, and Namespaces
o 18.3 Run-Time Type Information
o 18.4 Templates
o 18.5 Shared Objects and Reference Counting
![](https://csdnimg.cn/release/download_crawler_static/9687462/bg11.jpg)
xviii
o 18.6 Streaming
o 18.7 Names and Unique Identifiers
o 18.8 Initialization and Termination
o 18.9 An Application Layer
19
19
19
19 Memory
Memory
Memory
Memory Management...............................873
Management...............................873
Management...............................873
Management...............................873
o 19.1 Memory Budgets for Game Consoles
o 19.2 Leak Detection and Collecting Statistics
o 19.3 General Memory Management Concepts
20
20
20
20 Special
Special
Special
Special Effects
Effects
Effects
Effects Using
Using
Using
Using Shaders...................897
Shaders...................897
Shaders...................897
Shaders...................897
o 20.1
Vertex
Colors
o 20.2 Lighting and Materials
o 20.3 Textures
o 20.4 Multitextures
o 20.5 Bump Maps
o 20.6 Gloss Maps
o 20.7 Sphere Maps
o 20.8 Cube Maps
o 20.9 Refraction
o 20.10 Planar Reflection
o 20.11 Planar Shadows
![](https://csdnimg.cn/release/download_crawler_static/9687462/bg12.jpg)
xix
o 20.12 Projected Textures
o 20.13 Shadow Maps
o 20.14 Volumetric Fog
o 20.15 Skinning
o 20.16 Iridescence
o 20.17 Water Effects
Bibliography
Bibliography
Bibliography
Bibliography
Index
Index
Index
Index
![](https://csdnimg.cn/release/download_crawler_static/9687462/bg13.jpg)
Preface
T
he first edition of 3D Game Engine Desig n appeared in print over six years
ago (September 2000). At that time, shader programming did not exist on
consumer graphics hardware. All rendering was performed using the fixed-function
pipeline, which consisted of setting render states in order to control how the geomet-
ric data was affected by the drawing pass.
The first edition contained a CDROM with the source code for Wild Magic Ver-
sion 0.1, which included 1,015 source files and 17 sample applications, for a total
of 101,293 lines of code. The distribution contained support only for computers
running the Microsoft Windows operating system; the renderer was built on top of
OpenGL; and project files were provided for Micrsoft Visual C++ 6. Over the years,
the source code evolved to Wild Magic Version 3.9, which contained additional sup-
port for Linux and Macintosh platforms, had OpenGL and Direct3D renderers, and
included some support for shader programming. However, the design of the engine
was still based on a fixed-function pipeline. The dist ribution also included support
for multiple versions of Microsoft’s compilers, support for other compilers on the
various platforms, and contained some tools such as importers and exporters for pro-
cessing of art assets.
This is the second edition of 3D Game Engine Design. It is much enhanced, de-
scribing the foundations for shader programming and how an engine can support it.
The second edition is about twice the size of the first. The majority of the increase is
due to a more detailed description of all aspects of the graphics system, particularly
about how shaders fit into the geometric pipeline. The material on scene graphs and
their management is also greatly expanded. The second edition has more figures and
less emphasis on the mathematical aspects of an engine.
The second edition contains a CDROM with the source code for Wild Magic
Version 4.0, which includes 1,587 source files and 105 sample applications, for a
total of 249,860 lines of code. The Windows, Linux, and Macintosh platforms are
still supported, using OpenGL renderers. The Windows platform also has a Direct3D
renderer whose performance is comparable to that of the OpenGL renderer. Multiple
versions of Microsoft’s C++ compilers are supported—versions 6, 7.0, 7.1, and 8.0
(Professional and Express Editions). The MINGW compiler and MSYS environment
are also supported on the Windows platform. The Linux platform uses the g++
compiler, and the Macintosh platform uses Apple’s Xcode tools.
The graphics system of Wild Magic Version 4.0 is fully based on shader program-
ming and relies on NVIDIA’s Cg programming language. The precompiled shader
programs were created using the
arbvp1 and arbfp1 profiles for OpenGL and us-
ing the
vs_2_0 and ps_2_0 profiles for Direct3D, so your graphics hardware must
xxi
![](https://csdnimg.cn/release/download_crawler_static/9687462/bg14.jpg)
xxii Preface
support these in order to run the sample applications. If your graphics hardware sup-
ports only lesser profiles such as
vs_1_1 and ps_1_1, you must recompile the shader
programs with these profiles and use the outputs instead of what is shipped on the
CDROM. The distr ibution also contains a fully featured, shader-based software ren-
derer to illustrate all aspects of the geometric pipeline, not just the vertex and pixel
shader components.
The replacement of the fixed-function approach by a shader-based approach has
madeWildMagicVersion4amuchmorepowerfulgraphics engine for use in all
graphics applications, not just in games. Much effort went into making the engine
easier to use and to extend, and into improving the performance of the renderers. I
hope you enjoy this new manifestation of Wild Magic!
A book is never just the product of the author alone. Many people were involved
in making this book as good as it possibly can be. Thanks to the reviewers for provid-
ing valuable and insightful feedback about the first edition regarding how to improve
it for a second edition. A special thanks goes to Marc Olano (University of Maryland,
Baltimore County) for taking the time to provide me with detailed comments based
on his experience using the first edition as a textbook. Thanks to Elisabeth Beller, the
production editor and project manager for all of my Morgan Kaufmann Publisher
books, for assembling yet another fine group of people who have the superb ability
to take my unattractive book drafts and make them look really good. And, as always,
thanks to my editor Tim Cox for his patience and help in producing yet another book
for Morgan Kaufmann Publishers.
剩余1021页未读,继续阅读
![txt](https://img-home.csdnimg.cn/images/20210720083642.png)
![rar](https://img-home.csdnimg.cn/images/20210720083606.png)
![](https://csdnimg.cn/download_wenku/file_type_ask_c1.png)
![](https://csdnimg.cn/download_wenku/file_type_ask_c1.png)
![](https://csdnimg.cn/download_wenku/file_type_ask_c1.png)
![](https://csdnimg.cn/download_wenku/file_type_ask_c1.png)
![](https://csdnimg.cn/download_wenku/file_type_ask_c1.png)
![](https://csdnimg.cn/download_wenku/file_type_ask_c1.png)
![](https://csdnimg.cn/download_wenku/file_type_ask_c1.png)
![](https://csdnimg.cn/download_wenku/file_type_ask_c1.png)
![](https://csdnimg.cn/download_wenku/file_type_ask_c1.png)
![](https://csdnimg.cn/download_wenku/file_type_ask_c1.png)
![](https://csdnimg.cn/download_wenku/file_type_ask_c1.png)
![](https://csdnimg.cn/download_wenku/file_type_ask_c1.png)
![](https://csdnimg.cn/download_wenku/file_type_ask_c1.png)
![](https://csdnimg.cn/download_wenku/file_type_ask_c1.png)
![](https://csdnimg.cn/download_wenku/file_type_ask_c1.png)
![](https://csdnimg.cn/download_wenku/file_type_ask_c1.png)
![](https://profile-avatar.csdnimg.cn/85d9c548198944e9ad74f9c61b8a3d30_elemusic.jpg!1)
elemusic
- 粉丝: 5
- 资源: 12
上传资源 快速赚钱
我的内容管理 展开
我的资源 快来上传第一个资源
我的收益
登录查看自己的收益我的积分 登录查看自己的积分
我的C币 登录后查看C币余额
我的收藏
我的下载
下载帮助
![](https://csdnimg.cn/release/wenkucmsfe/public/img/voice.245cc511.png)
最新资源
- 解决本地连接丢失无法上网的问题
- BIOS报警声音解析:故障原因与解决方法
- 广义均值移动跟踪算法在视频目标跟踪中的应用研究
- C++Builder快捷键大全:高效编程的秘密武器
- 网页制作入门:常用代码详解
- TX2440A开发板网络远程监控系统移植教程:易搭建与通用解决方案
- WebLogic10虚拟内存配置详解与优化技巧
- C#网络编程深度解析:Socket基础与应用
- 掌握Struts1:Java MVC轻量级框架详解
- 20个必备CSS代码段提升Web开发效率
- CSS样式大全:字体、文本、列表样式详解
- Proteus元件库大全:从基础到高级组件
- 74HC08芯片:高速CMOS四输入与门详细资料
- C#获取当前路径的多种方法详解
- 修复MySQL乱码问题:设置字符集为GB2312
- C语言的诞生与演进:从汇编到系统编程的革命
资源上传下载、课程学习等过程中有任何疑问或建议,欢迎提出宝贵意见哦~我们会及时处理!
点击此处反馈
![](https://img-home.csdnimg.cn/images/20220527035711.png)
![](https://img-home.csdnimg.cn/images/20220527035711.png)
![](https://img-home.csdnimg.cn/images/20220527035111.png)
安全验证
文档复制为VIP权益,开通VIP直接复制
![](https://csdnimg.cn/release/wenkucmsfe/public/img/green-success.6a4acb44.png)