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Ch. 1. Introduction -- Ch. 2. Geometrical Methods -- 2.1. Transformations -- 2.2. Coordinate Systems -- 2.3. Quaternions -- 2.4. Euler Angles -- 2.5. Standard 3d Objects -- 2.6. Distance Methods -- Ch. 3. The Graphics Pipeline -- 3.1. Model And World Coordinates -- 3.2. Perspective Projection -- 3.3. Camera Models -- 3.4. Culling And Clipping -- 3.5. Surface And Vertex Attributes -- 3.6. Rasterizing -- 3.7. An Efficient Clipping And Lighting Pipeline -- 3.8. Issues Of Software, Hardware, And Apis -- Ch. 4. Hierarchical Scene Representations -- 4.1. Tree-based Representation -- 4.2. Updating A Scene Graph -- 4.3. Rendering A Scene Graph -- Ch. 5. Picking -- 5.1. Intersection Of A Linear Component And A Sphere -- 5.2. Intersection Of A Linear Component And A Box -- 5.3. Intersection Of A Linear Component And A Capsule -- 5.4. Intersection Of A Linear Component And A Lozenge -- 5.5. Intersection Of A Linear Component And A Cylinder --^ 5.6. Intersection Of A Linear Component And An Ellipsoid -- 5.7. Intersection Of A Linear Component And A Triangle -- Ch. 6. Collision Detection -- 6.1. Design Issues -- 6.2. Intersection Of Dynamic Objects And Lines -- 6.3. Intersection Of Dynamic Obje
- Author
- Eberly, David H.
- Publisher
- Academic Press ; Morgan Kaufmann Publishers ; Elsevier
- Published
- 2007
- Language
- EN
- ISBN
- 9780122290633
- Subjects
- Technology, Computer Science, Language Learning
Other editions & translations
- 3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) (2006)
- 3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) (2000)
- Wild Magic 0.2 (CD with example C++ source code for 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics) (2000)
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