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Polygons feel no pain : course book for TSBK03 Advanced game programming Volume 2: So how can we make them scream?
Linköping University, Department of Electrical Engineering, Information Coding. Linköping University, Faculty of Science & Engineering.
2017 (English)Book (Other academic)
Abstract [en]

This book covers a wide range of subjects that didn’t fit in the first volume. You will find more advanced computer graphics topics, but we also widen the scope to physics, networking and AI, thereby making this a book on interesting topics useful in game programming and similar tasks.

The book uses OpenGL 3.2 and up, that is modern OpenGL.

The topics that are covered include

  • Stencil buffer
  • Frame Buffer Objects
  • Texture compression
  • Planar shadows, shadow maps and shadow volumes
  • mbient occlusion including screen-space ambient occlusion
  • Bump mapping with extensions (Parallax mapping, Displacement mapping)
  • Geometry shaders
  • General-purpose GPU programming (GPGPU) with shaders and CUDA
  • 3D display
  • Rigid body dynamics
  • Quaternions
  • Integration methods
  • Body animation, skinning
  • Deformable models
  • Networking
  • Game AI
Place, publisher, year, edition, pages
Linköping: Ragnemalm Utveckling & Underhållning , 2017. , p. 249
National Category
Computer and Information Sciences
Identifiers
URN: urn:nbn:se:liu:diva-154026ISBN: 9789174376159 (print)OAI: oai:DiVA.org:liu-154026DiVA, id: diva2:1282086
Available from: 2019-01-24 Created: 2019-01-24 Last updated: 2019-08-06Bibliographically approved

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Find book at a swedish library/hitta boken i ett svenskt bibliotek

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Ragnemalm, Ingemar

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  • apa
  • harvard1
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  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf