Real-Time Visual Effects for Game Programming

This 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 y...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Κύριοι συγγραφείς: Kim, Chang-Hun (Συγγραφέας), Kim, Sun-Jeong (Συγγραφέας), Kim, Soo-Kyun (Συγγραφέας), Kang, Shin-Jin (Συγγραφέας)
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Singapore : Springer Singapore : Imprint: Springer, 2015.
Σειρά:Gaming Media and Social Effects,
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
LEADER 02814nam a22005535i 4500
001 978-981-287-487-0
003 DE-He213
005 20151030151140.0
007 cr nn 008mamaa
008 150430s2015 si | s |||| 0|eng d
020 |a 9789812874870  |9 978-981-287-487-0 
024 7 |a 10.1007/978-981-287-487-0  |2 doi 
040 |d GrThAP 
050 4 |a Q342 
072 7 |a UYQ  |2 bicssc 
072 7 |a COM004000  |2 bisacsh 
082 0 4 |a 006.3  |2 23 
100 1 |a Kim, Chang-Hun.  |e author. 
245 1 0 |a Real-Time Visual Effects for Game Programming  |h [electronic resource] /  |c by Chang-Hun Kim, Sun-Jeong Kim, Soo-Kyun Kim, Shin-Jin Kang. 
264 1 |a Singapore :  |b Springer Singapore :  |b Imprint: Springer,  |c 2015. 
300 |a XII, 227 p. 166 illus., 85 illus. in color.  |b online resource. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file  |b PDF  |2 rda 
490 1 |a Gaming Media and Social Effects,  |x 2197-9685 
505 0 |a Basic Concepts of Visual Effects -- Water and Bubbles -- Smoke -- Fire and Ice -- Fluid Interaction -- Real-Time Visual Effects Programming. 
520 |a This 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 |a Engineering. 
650 0 |a Computer programming. 
650 0 |a Mathematics. 
650 0 |a Visualization. 
650 0 |a Physics. 
650 0 |a Computational intelligence. 
650 1 4 |a Engineering. 
650 2 4 |a Computational Intelligence. 
650 2 4 |a Programming Techniques. 
650 2 4 |a Visualization. 
650 2 4 |a Mathematical Methods in Physics. 
700 1 |a Kim, Sun-Jeong.  |e author. 
700 1 |a Kim, Soo-Kyun.  |e author. 
700 1 |a Kang, Shin-Jin.  |e author. 
710 2 |a SpringerLink (Online service) 
773 0 |t Springer eBooks 
776 0 8 |i Printed edition:  |z 9789812874863 
830 0 |a Gaming Media and Social Effects,  |x 2197-9685 
856 4 0 |u http://dx.doi.org/10.1007/978-981-287-487-0  |z Full Text via HEAL-Link 
912 |a ZDB-2-ENG 
950 |a Engineering (Springer-11647)