000 | 02815nam a22005655i 4500 | ||
---|---|---|---|
001 | 978-981-287-487-0 | ||
003 | DE-He213 | ||
005 | 20200420220223.0 | ||
007 | cr nn 008mamaa | ||
008 | 150430s2015 si | s |||| 0|eng d | ||
020 |
_a9789812874870 _9978-981-287-487-0 |
||
024 | 7 |
_a10.1007/978-981-287-487-0 _2doi |
|
050 | 4 | _aQ342 | |
072 | 7 |
_aUYQ _2bicssc |
|
072 | 7 |
_aCOM004000 _2bisacsh |
|
082 | 0 | 4 |
_a006.3 _223 |
100 | 1 |
_aKim, Chang-Hun. _eauthor. |
|
245 | 1 | 0 |
_aReal-Time Visual Effects for Game Programming _h[electronic resource] / _cby Chang-Hun Kim, Sun-Jeong Kim, Soo-Kyun Kim, Shin-Jin Kang. |
264 | 1 |
_aSingapore : _bSpringer Singapore : _bImprint: Springer, _c2015. |
|
300 |
_aXII, 227 p. 166 illus., 85 illus. in color. _bonline resource. |
||
336 |
_atext _btxt _2rdacontent |
||
337 |
_acomputer _bc _2rdamedia |
||
338 |
_aonline resource _bcr _2rdacarrier |
||
347 |
_atext file _bPDF _2rda |
||
490 | 1 |
_aGaming Media and Social Effects, _x2197-9685 |
|
505 | 0 | _aBasic Concepts of Visual Effects -- Water and Bubbles -- Smoke -- Fire and Ice -- Fluid Interaction -- Real-Time Visual Effects Programming. | |
520 | _aThis book introduces the latest visual effects (VFX) techniques that can be applied to game programming. The usefulness of the physicality-based VFX techniques, such as water, fire, smoke, and wind, has been proven through active involvement and utilization in movies and images. However, they have yet to be extensively applied in the game industry, due to the high technical barriers. Readers of this book can learn not only the theories about the latest VFX techniques, but also the methodology of game programming, step by step. The practical VFX processing techniques introduced in this book will provide very helpful information to game programmers. Due to the lack of instructional books about VFX-related game programming, the demand for knowledge regarding these high-tech VFXs might be very high. | ||
650 | 0 | _aEngineering. | |
650 | 0 | _aComputer programming. | |
650 | 0 | _aMathematics. | |
650 | 0 | _aVisualization. | |
650 | 0 | _aPhysics. | |
650 | 0 | _aComputational intelligence. | |
650 | 1 | 4 | _aEngineering. |
650 | 2 | 4 | _aComputational Intelligence. |
650 | 2 | 4 | _aProgramming Techniques. |
650 | 2 | 4 | _aVisualization. |
650 | 2 | 4 | _aMathematical Methods in Physics. |
700 | 1 |
_aKim, Sun-Jeong. _eauthor. |
|
700 | 1 |
_aKim, Soo-Kyun. _eauthor. |
|
700 | 1 |
_aKang, Shin-Jin. _eauthor. |
|
710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer eBooks | |
776 | 0 | 8 |
_iPrinted edition: _z9789812874863 |
830 | 0 |
_aGaming Media and Social Effects, _x2197-9685 |
|
856 | 4 | 0 | _uhttp://dx.doi.org/10.1007/978-981-287-487-0 |
912 | _aZDB-2-ENG | ||
942 | _cEBK | ||
999 |
_c52001 _d52001 |