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Game Graphics Programming [Hardcover]

Allen Sherrod (Author)
3.3 out of 5 stars  See all reviews (3 customer reviews)

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Book Description

June 26, 2008 1584505168 978-1584505167 1
"Game Graphics Programming" examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Detailed C++ source code and pseudocode are used as examples throughout the book to demonstrate the methods being taught, but the techniques presented can be used with any programming language or tool. You'll begin with an introduction to basic 2D and 3D game graphics tools and components including common game mathematics, colors and pixels, and computer memory, as well as ray tracing and rasterization techniques and programmable shaders. Once you've reviewed the foundations of game graphics, you'll go more in-depth with shading and surfaces, direct and global illumination, special effects, and rendering nature. After the how and why of each technique is presented, you'll also examine optimizations that can be done to improve performance and alternative methods. "Game Graphics Programming" presents you with all of the information you need to efficiently and effectively create eye-catching graphical scenes for video games.

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Product Details

  • Hardcover: 645 pages
  • Publisher: Charles River Media; 1 edition (June 26, 2008)
  • Language: English
  • ISBN-10: 1584505168
  • ISBN-13: 978-1584505167
  • Product Dimensions: 9.2 x 7.7 x 1.8 inches
  • Shipping Weight: 3.3 pounds (View shipping rates and policies)
  • Average Customer Review: 3.3 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon Best Sellers Rank: #226,068 in Books (See Top 100 in Books)

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Average Customer Review
3.3 out of 5 stars (3 customer reviews)
 
 
 
 
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4 of 4 people found the following review helpful:
3.0 out of 5 stars ok, but not great, March 31, 2009
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Todd Seiler (Bellevue, WA USA) - See all my reviews
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This review is from: Game Graphics Programming (Hardcover)
The contents of the book are relatively decent. But he never goes too in depth. It reminds me of a larger "Real-time Rendering" book. The book is easy to read, but I haven't read the whole thing.

Also, there is a lot of missing / not working code on the CD. The examples related to SH and ambient occlusion are MIA in particular. There are empty folders with respect to the HDR stuff. But I'm guessing he wanted you to view the stuff in the DX SDK.
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0 of 1 people found the following review helpful:
2.0 out of 5 stars below average book, December 25, 2010
This review is from: Game Graphics Programming (Hardcover)
While there are not many books in the subject of real time rendering which cover advanced shading techniques, this book might look very attractive at first. When I wanted to buy the book I looked at the topics but didn't have the chance to look inside much, and it was unfortunate because you don't find what you expect in the text! The quality of this book is really low, there's a lot of source code printed in the book without any need which has filled most of the space, and you don't find anything more than basic level graphics code in it which you probably know already.

If you want a good book on the subject checkout Real Time Rendering although it doesn't give you implementation details but gives you a good general overview of many different techniques. You probably can find the implementations somewhere online anyway so it's not bad at all.
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0 of 12 people found the following review helpful:
5.0 out of 5 stars Offers techniques transferable to any programming language or operating system, September 11, 2008
This review is from: Game Graphics Programming (Hardcover)
Any college-level library strong in games or graphic programming needs as a basic, foundation reference Sherrod's GAMES GRAPHIC PROGRAMMING, a weighty, 644 page volume with accompanying cd-rom which offers techniques transferable to any programming language or operating system. From coverage of complex lighting and gaming techniques to the basics of game graphics, shading, and special effects, this comes from a university graduate in the Computer Information Systems program who has himself authored many games and graphics books.

Diane C. Donovan

California Bookwatch
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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
global illumination techniques, water rendering, closest intersected object, particle system demo, texture mapping demo, potential visibility sets, software rendering system, dynamic cube mapping, occlusion frustum, pixel overdraw, following chapter review questions, programmable shaders, normal map images, texture decal, frame buffer objects, shader variables, alpha mapping, ambient occlusion, parallax mapping, radiosity matrix, modern video games, deferred shading, smooth normal vectors, shader model, rendering buffers
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Game Graphics Programming, Additional Surface Mapping, Mapping Surfaces, Special Effects, Additional Effects, High Dynamic Range, Perfect Dark, Blank Window, Alan Wake, Some Large Value, Metal Gear Solid, Low-Level Shader, Adobe Photoshop, Shader Errors, Super Mario, Gears of War, Far Cry, Monte Carlo, Nintendo Wii, Adobe's Photoshop, Studio Max, Refraction Mapping
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