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空空如也

Blender 3D Architecture Buildings and Scenery

This book will show you how to create realistic architectural models in Blender. Blender is an open-source 3D animation program released as free software. It can be used for modeling, texturing, skinning, animating, and so on. It runs on all the important operating systems (including Windows, Mac, and Linux). You can create natural scenery, landscapes, plants, various weather conditions, environmental factors, building materials such as wood, metal, brick, and more. You will also learn how to add people to different scenes as well as other objects to an already existing photograph or a video making it easier to increase its realism. You will see how to use the final models to create simpler scenes for use in 3D games, where real-time rendering is necessary. You will also see how to use them to create the sets for animated movies.

2010-06-06

XML Tutorial

一份讲解Libxml2库的资料。Libxml2是一个开源的C语言库,用于解析XML文档。希望对需要的朋友有所帮助。

2010-06-27

Level of Detail for 3D Graphics

Level of detail (LOD) techniques are increasingly used by professional real-time developers to strike the balance between breathtaking virtual worlds and smooth, flowing animation. Level of Detail for 3D Graphics brings together, for the first time, the mechanisms, principles, practices, and theory needed by every graphics developer seeking to apply LOD methods.

2010-10-20

Linear Programming Foundations and Extensions 3rd Edition

This Third Edition introduces the latest theory and applications in optimization. It emphasizes constrained optimization, beginning with linear programming and then proceeding to convex analysis, network flows, integer programming, quadratic programming, and convex optimization. You’ll discover a host of practical business applications as well as non-business applications. With its focus on solving practical problems, the book features free C programs to implement the major algorithms covered. The book’s accompanying website includes the C programs, JAVA tools, and new online instructional tools and exercises.

2011-02-18

Essential Mathematics for Games and Interactive Applications A Programmers Guide 2nd Ed

游戏程序员必备的数学知识。希望对需要的朋友有所帮助。

2011-02-22

Fixed function pipeline using vertex programs

In year 2001 nVidia released its GeForce3 3D grapics card, which was the first 3D card to use a vertex processor. The vertex processor had the advantage over the hardcoded version, since it allowed direct access to the instruction set. The first chip used both a vertex processor and a hardcoded part, to provide backward-compatibility, but later 3D cards were released with only a programmable vertex processor. The backward-compatibility for a 3D card with only a vertex processor, is solved through the driver. Since the vertex programs replaces the fixed-function pipeline (FFP), the fixed-function pipeline for backward-compatibility must be implemented as vertex programs. The programmer accessing the FFP-functions will not see the underlying structure of vertex programs. The choice of 3D-API was the OpenGL 1.4 and its Vertex Program ARB extension. Implementing the vertex programs that should replace the FFP, requires knowledge of the FFP structure and mathematical operations in 3D graphics. A thorough prestudy was necessary to accomplish the task at hand. After the prestudy we defined some requirements. Because of time restrictions the focus was set on a subset of the defined requirements, which included transformation, lighting and correctness of the program. The program that was to be designed and implemented was a prototype, that generated a text string representing the vertex program. The testing was done pure visually, where the generated vertex program was tested against the non-vertex program functions of OpenGL. As expected, testing was succesful An evaluation and a conclution was made of the project. Despite some problems underway, the implementation functioned satisfactory. Improvements and extension of the program was also listed.

2010-11-28

Guide to Graphics Software Tools

Many scientists in different disciplines realize the power of graphics, but are also bewildered by the complex implementations of a graphics system and numerous graphics tools. More often than not, they choose the wrong software tools and end up with unsatisfactory results. Hopefully, if we know how a graphics system works and what basic functions many graphics tools provide, we can understand and employ some graphics tools without spending much precious time on learning all the details that may not be applicable, and we can become graphics experts through such a shortcut.

2010-11-28

A Practical and Robust Bump-mapping Technique for Today's GPUs

Bump mapping is a normal-perturbation rendering technique for simulating lighting effects caused by patterned irregularities on otherwise locally smooth surfaces. By encoding such surface patterns in texture maps, texture-based bump mapping simulates a surface’s irregular lighting appearance without modeling the patterns as true geometric perturbations to the surface. Bump mapping is advantageous because it can decouple a texture-based description of small-scale surface irregularities used for per-pixel lighting computations from the vertex- based description of large-scale object shape required for efficient transformation and rasterization. This paper describes a practical and robust bump-mapping technique suited for the capabilities of today’s Graphics Processor Units (GPUs). This paper has six sections including the introduction. The second section presents the theory of bump mapping. The third section reviews several existing hardware bump-mapping techniques. The fourth section describes the cube map texturing and “register combiners” features of NVIDIA’s GeForce 256 and Quadro GPUs. These features in combination are the basis for the bump mapping technique presented in the fifth section. This technique achieves real-time performance on current generation NVIDIA GPUs. The techniqu e can model ambient, diffuse, and specular lighting terms, a textured surface decal, and attenuated and spotlight illumination. The technique is notable because of its robustness and relative fidelity to Blinn’s original mathematical formulation of bump mapping. The sixth section concludes. Several appendices provide OpenGL implementation details.

2011-01-03

Calculus 9th ed. by Larson

The Larson CALCULUS program has a long history of innovation in the calculus market. It has been widely praised by a generation of students and professors for its solid and effective pedagogy that addresses the needs of a broad range of teaching and learning styles and environments. Each title is just one component in a comprehensive calculus course program that carefully integrates and coordinates print, media, and technology products for successful teaching and learning.

2011-05-03

Video Game Optimization

"Video Game Optimization" describes a process for increasing the performance of a video game for better gameplay and visual experience. Very few game developers understand the process of optimizing an entire video game, yet learning the process is surprisingly simple and applicable to a broad audience. The book tackles the process of optimization by first describing how to determine where a game is limited and then providing detailed solutions and examples to solving this limitation. All the examples covered in the book can be applied to a variety of game types and coverage of how to optimize system memory, CPU processing, graphics, and shaders is included.

2011-04-18

Calculus 6th Ed. By James Stewart

Success in your calculus course starts here! James Stewart's CALCULUS texts are world-wide best-sellers for a reason: they are clear, accurate, and filled with relevant, real-world examples. With CALCULUS, Seventh Edition, Stewart conveys not only the utility of calculus to help you develop technical competence, but also gives you an appreciation for the intrinsic beauty of the subject. His patient examples and built-in learning aids will help you build your mathematical confidence and achieve your goals in the course!

2011-01-03

The Use of Projective Geometry in Computer Graphics

一本讲解投影机和在计算机图形学中应用的书籍。希望对需要的朋友有所帮助。

2011-04-19

Electromagnetic Field Theory Fundamentals

剑桥大学出版社出版的《电磁场理论基础》。本书为英文原版。希望对需要的朋友有所帮助。

2011-04-04

Introducing Character Animation with Blender

一本介绍如何使用开源3D动画软件Blender制作角色动画的资料。很不错。

2010-06-22

Electromagnetic Field Theory Fundamentals[中文版]

本书是美国大学本科生电磁场理论课程的教科书。由英文原版翻译而来。希望对需要的朋友有所帮助。

2011-04-11

Clipping Using Homogeneous Coordinates

Blinn于1976年发表的论文,详细地讨论了齐次坐标系中的剪切算法。希望对需要的朋友有所帮助。

2011-03-26

Foundations of Analog and Digital Electronic Circuits

一本关于模拟电路和数字电路的国外经典教材。希望对需要的朋友有所帮助。

2011-02-26

Game Engine Architecture

貌似是一个俄罗斯人制作的扫描版。虽然效果不太好,但是有总比没有好啊。希望对研究游戏引擎的朋友有所帮助。

2010-07-24

Microsoft XNA Game Studio Creator's Guide, Second Edition

一本讲解XNA 3.0的电子书,希望对需要的朋友有所帮助。

2010-11-17

Interactive Simulation of Solid Rigid Bodies

Interactive Simulation of Solid Rigid Bodies是一篇关于物理模拟的论文。作者是David Baraff。

2010-06-18

Real-Time Concurrent Linked List Construction on the GPU

We introduce a method to dynamically construct highly concurrent linked lists on modern graphics processors. Once constructed, these data structures can be used to implement a host of algorithms useful in creating complex rendering effects in real time. We present a straightforward way to create these linked lists using generic atomic operations available in APIs such as OpenGL 4.0 and DirectX 11. We also describe several possible applications of our algorithm. One example uses per-pixel linked lists for order-independent transparency; as a consequence, we are able to directly implement fully programmable blending, which frees developers from the restrictions imposed by current graphics APIs. The second uses linked lists to implement real-time indirect shadows.

2014-09-19

The A-buffer, an Antialiased Hidden Surface Method (1984)

Abstract The A-buffer (anti-aliased, area-averaged, accumulation buffer) is a general hidden surface mechanism suited to medium scale virtual memory computers. It resolves visibility among an arbitrary collection of opaque, transparent, and intersecting objects. Using an easy to compute Fourier window (box flter), it increases the effective image resolution many times over the Z-buffer, with a moderate increase in cost. The A-buffer is incorporated into the REYES 3-D rendering system at Lucasfilm and was used successfully in the "Genesis Demo " sequence in

2014-09-19

OpenCL in Action: How to Accelerate Graphics and Computations

OpenCL in Action is a thorough, hands-on presentation of OpenCL, with an eye toward showing developers how to build high-performance applications of their own. It begins by presenting the core concepts behind OpenCL, including vector computing, parallel programming, and multi-threaded operations, and then guides you step-by-step from simple data structures to complex functions.

2012-01-16

OpenCL Programming Guide

英文版的《OpenCL编程指南》一书。希望对研究并行计算的朋友有所不帮助。

2012-01-10

Mathematics for 3D Game Programming and Computer Graphics, Third Edition

This updated third edition illustrates the mathematical concepts that a game developer needs to develop 3D computer graphics and game engines at the professional level. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series. The third edition expands upon topics that include projections, shadows, physics, cloth simulation, and numerical methods. All of the illustrations have been updated, and the shader code has been updated to the latest high-level shading language specifications.

2012-01-16

OpenGL 4.0 Shading Language Cookbook

The OpenGL Shading Language (GLSL) is a programming language used for customizing parts of the OpenGL graphics pipeline that were formerly fixed-function, and are executed directly on the GPU. It provides programmers with unprecedented flexibility for implementing effects and optimizations utilizing the power of modern GPUs. With version 4.0, the language has been further refined to provide programmers with greater flexibility, and additional features have been added such as an entirely new stage called the tessellation shader. The OpenGL Shading Language 4.0 Cookbook provides easy-to-follow examples that first walk you through the theory and background behind each technique then go on to provide and explain the GLSL and OpenGL code needed to implement it. Beginning level through to advanced techniques are presented including topics such as texturing, screen-space techniques, lighting, shading, tessellation shaders, geometry shaders, and shadows. The OpenGL Shading Language 4.0 Cookbook is a practical guide that takes you from the basics of programming with GLSL 4.0 and OpenGL 4.0, through basic lighting and shading techniques, to more advanced techniques and effects. It presents techniques for producing basic lighting and shading effects; examples that demonstrate how to make use of textures for a wide variety of effects and as part of other techniques; examples of screen-space techniques, shadowing, tessellation and geometry shaders, noise, and animation. The OpenGL Shading Language 4.0 Cookbook provides examples of modern shading techniques that can be used as a starting point for programmers to expand upon to produce modern, interactive, 3D computer graphics applications. What you will learn from this book: * Compile, install, and communicate with shader programs * Use new features of GLSL 4.0 such as subroutines and uniform blocks * Implement basic lighting and shading techniques such as diffuse and specular shading, per-fragment shading, and spotlights * Apply single or multiple textures * Use textures as environment maps for simulating reflection or refraction * Implement screen-space techniques such as gamma correction, blur filters, and deferred shading * Implement geometry and tessellation shaders * Learn shadowing techniques including shadow mapping and screen space ambient occlusion * Use noise in shaders * Use shaders for animation Approach This hands-on guide cuts short the preamble and gets straight to the point – actually creating graphics, instead of just theoretical learning. Each recipe is specifically tailored to satisfy your appetite for producing real-time 3-D graphics using GLSL 4.0. Who this book is written for If you are an OpenGL programmer looking to use the modern features of GLSL 4.0 to create real-time, three-dimensional graphics, then this book is for you. Familiarity with OpenGL programming, along with the typical 3D coordinate systems, projections, and transformations is assumed. It can also be useful for experienced GLSL programmers who are looking to implement the techniques that are presented here. Book Details * Paperback: 340 pages * Publisher: Packt Publishing (July 2011) * Language: English * ISBN-10: 1849514763 * ISBN-13: 978-1849514767

2012-01-30

OpenGL Shading Language 3rd Edition

Product Description OpenGL® Shading Language, Third Edition, extensively updated for OpenGL 3.1, is the experienced application programmer’s guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit. In this book, you will find a detailed introduction to the OpenGL Shading Language (GLSL) and the new OpenGL function calls that support it. The text begins by describing the syntax and semantics of this high-level programming language. Once this foundation has been established, the book explores the creation and manipulation of shaders using new OpenGL function calls. OpenGL® Shading Language, Third Edition, includes updated descriptions for the language and all the GLSL entry points added though OpenGL 3.1, as well as updated chapters that discuss transformations, lighting, shadows, and surface characteristics. The third edition also features shaders that have been updated to OpenGL Shading Language Version 1.40 and their underlying algorithms, including Traditional OpenGL fixed functionality Stored textures and procedural textures Image-based lighting Lighting with spherical harmonics Ambient occlusion and shadow mapping Volume shadows using deferred lighting Ward’s BRDF model The color plate section illustrates the power and sophistication of the OpenGL Shading Language. The API Function Reference at the end of the book is an excellent guide to the API entry points that support the OpenGL Shading Language.

2012-01-30

OpenGL Programming Guide, Version 4.3, 8th Edition - 2013

Includes Complete Coverage of the OpenGL® Shading Language! Today’s OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders. OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Language (the “Orange Book”). For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques. OpenGL® Programming Guide, Eighth Edition, provides clear explanations of OpenGL functionality and techniques, including processing geometric objects with vertex, tessellation, and geometry shaders using geometric transformations and viewing matrices; working with pixels and texture maps through fragment shaders; and advanced data techniques using framebuffer objects and compute shaders. New OpenGL features covered in this edition include Best practices and sample code for taking full advantage of shaders and the entire shading pipeline (including geometry and tessellation shaders) Integration of general computation into the rendering pipeline via compute shaders Techniques for binding multiple shader programs at once during application execution Latest GLSL features for doing advanced shading techniques Additional new techniques for optimizing graphics program performance

2013-05-20

Getting Started with UDK

Build a complete tower defense game from scratch using the Unreal Development Kit Overview Learn how to greybox your level by building basic shapes and reshaping the environment Use the visual scripting tool Kismet to create all of the gameplay for your project, from spawning waves of enemies to building placeable towers Develop a thorough understanding of how to use the industry standard Scaleform to create a custom HUD and Main Menu screen to make a game your own

2013-12-10

Shaders for Game Programmers and Artists + Source

This is the first book approaching the topic of shaders in such an accessible manner. By taking a simple, easy-to-follow approach to the high-level language of this topic and separating itself from 3D API's "Shaders for Game Programmers and Artists" brings the world of real-time shading to a broad audience, ranging from the game programming hobbyist to the seasoned game developer. This unique combination of its simple approach and the wide variety of techniques that are covered makes "Shaders for Game Programmers and Artists" a one-of-a-kind guide that can serve as both a tutorial for the classroom and a reference manual that can be used by developers throughout the development cycle.

2011-10-16

WinMPQ v1.66 资源文件解压工具

MPQ文件是暴雪内部的压缩格式。用于存储美术资源文件。本工具可以对MPQ文件进行解压缩。

2013-11-11

Introducing Character Animation with Blender 2nd Edition April 2011

Introducing Character Animation with Blender, 2nd Edition is written in a friendly but professional tone, with clear descriptions and numerous illustrative screenshots. Throughout the book, tutorials focus on how to accomplish actual animation goals, while illustrating the necessary technical methods along the way. These are reinforced by clear descriptions of how each specific aspect of Blender works and fits together with the rest of the package. By following all the tutorials, the reader will gain all the skills necessary to build and animate a well-modeled, fully-rigged character of their own. The character built over the course of the tutorials is included as a .blend file on the companion website, for the reader to experiment with and learn from. Introducing Character Animation with Blender, 2nd Edition is inspiring as well as educational. A color insert includes sample characters and frames from animations by many of the Blender community's most talented artists, which help to illustrate the impressive potential of the software.

2011-10-09

Blender 2.5 Materials and Textures Cookbook

Product Description Each chapter in the book follows a themed approach to creating materials using the new Blender 2.5 features. As you read through each chapter you will learn approaches to create materials and textures. These materials and textures will help you to create a flawless simulation of real-world objects. You need not read the chapters in any particular order to learn to use the Blender 3D suite for materials simulation appropriately. Every recipe in this book will enable you to create a usable material or texture effect as well as teaching you techniques that save your time. If you are a Graphics Designer looking to master the features for materials and textures to create realistic looking models in Blender, then this book is for you. It can be read by both beginners and experienced Blender users; however, prior understanding of object creation and manipulation in Blender would be an advantage. This is a must-read for Blender users who want to learn the concepts and at the same time experiment with the different Blender Material and texture functions.

2011-10-09

Numerical Analysis 9th Edition, Burden, Faires

Numerical Analysis 9th Edition, Richard L. Burden, J. Douglas Faires

2014-09-05

Heterogeneous Computing with OpenCL

一本关于基于OpenCL并行计算的书籍。希望对研究并行计算的朋友有所帮助。

2012-01-10

Wrox Beginning ActionScript 2.0

一本有关ActionScript 2.0编程的书。希望对需要的朋友有所帮助。

2011-05-11

Linear Algebra and Its Applications Fourth Edition

线性代数与应用,第四版。希望对需要的朋友有所帮助。

2011-07-04

3D Graphics with XNA Game Studio 4.0 + Source

种子中包含3D Graphics with XNA Game Studio 4.0的PDF文件和源代码。总计256MB。

2011-12-04

Game Programming Gems IV (游戏编程精粹4)光盘代码

游戏编程精粹4(英文名:Game Programming Gems IV)一书的附带光盘源代码。

2014-03-28

Beginning Game Audio Programming

No matter how exciting the game and how realistic the visual effects, without catchy audio in the background it’s obvious that something is missing. New developments in technology enable you to do things with audio that weren’t possible before, but they also make it necessary to find a guide that walks you through the technical hurdles. "Beginning Game Audio Programming" covers the challenges that you will face as you create sound effects and music for your games and gives you the information you need to face these challenges head-on. You’ll learn how to compose dynamic music and program 3D sound. There’s even coverage of using DirectPlay Voice for real- time voice chat in your games! If you are comfortable with C++ and DirectX, then you’re ready to dive into the exciting world of audio with "Beginning Game Audio Programming".

2011-12-20

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