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3D游戏引擎设计实时计算机图形学的应用方法(英文版)(第2版)(图灵原版计算机科学系列)(3D Game Engine Design A Practical Approach to Real-Time Computer Graphics Second Edition)

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3D游戏引擎设计实时计算机图形学的应用方法(英文版)(第2版)(图灵原版计算机科学系列)(3D Game Engine Design A Practical Approach to Real-Time Computer Graphics Second Edition)  点此进入淘宝搜索页搜索
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  分类: 图书,计算机与互联网,图形图像、动画、多媒体与网页开发,计算机图形学,
  品牌: David H.Eberly

基本信息·出版社:人民邮电出版社

·页码:1015 页

·出版日期:2009年

·ISBN:7115195536/9787115195531

·条形码:9787115195531

·包装版本:1版

·装帧:平装

·开本:16

·正文语种:中文

·丛书名:图灵原版计算机科学系列

·外文书名:3D Game Engine Design A Practical Approach to Real-Time Computer Graphics Second Edition

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内容简介《3D游戏引擎设计实时计算机图形学的应用方法》(英文版·第2版)深入剖析了3D游戏引擎的设计,书中许多内容对于更好地理解3D计算机图形学也极有帮助。《3D游戏引擎设计实时计算机图形学的应用方法》(英文版·第2版)首先介绍了几何转换和坐标系统等较基础的内容,然后介绍曲线、渲染、效果等高级知识。《3D游戏引擎设计实时计算机图形学的应用方法》(英文版·第2版)基于作者自身在游戏产业中的工作、研究经验,提供了算法、编程技术、代码等大量实用信息,对于游戏设计者及相应的编程人员来说,是一本非常有价值的参考书。《3D游戏引擎设计实时计算机图形学的应用方法》(英文版·第2版)适合高等院校相关专业的师生、接受游戏软件开发培训的学生、相关技术人员及游戏开发人员阅读。

作者简介David H.Eberly著名游戏开发大师。实时三维游戏引擎Netlmmerse和Gamebryo(支持了文明、辐射和战锤等著名游戏)的核心开发者之一。目前是Geometric Tools公司总裁,主持设计了实时三维游戏引擎Wild Magic。他拥有数学和计算机科学两个博士学位。除本书外,他还著有Game Physics和3D Game Engine Architecture等名著。

媒体推荐“这是一部杰作,出自一位著名引擎开发人员之手。书中公开了大量的实战技术内幕。强烈推荐!”

——Tim Sweeney,游戏开发大师,Unreal引擎之父,Epic公司创始人

“我相信,这部力作将成为游戏开发领域的圣经,它会大大提升游戏开发人员的整体水平。”

——Andrea Pessino,《魔兽争霸3》核心开发人员

编辑推荐《3D游戏引擎设计实时计算机图形学的应用方法》(英文版·第2版)是3D游戏引擎设计的经典著作,是作者多年游戏开发工作经验的结晶。书中以一个真实的引擎Wild Magic为例,对3D游戏引擎的开发进行了全面而且深入的阐释,不仅讲述了必要的数学、物理和图形学理论知识和基本算法,还第一次揭示了设计和构建一个真实的实时图形引擎所需的各种复杂技术和过程。内容涵盖图形系统、软件和硬件渲染、场景图形、基于控制器的动画、空间排序、碰撞检测、数值方法、内存管理等。书中附有大量代码示例,完整实现了核心算法。

目录

Chapter 1Introduction1

1.1The Evolution of Graphics Hardware and Games1

1.2The Evolution of This Book and Its Software2

1.3A Summary of the Chapters3

Chapter 2The Graphics System7

2.1The Foundation8

2.1.1Coordinate Systems9

2.1.2Handedness and Cross Products10

2.1.3Points and Vectors15

2.2Transformations18

2.2.1Linear Transformations18

2.2.2Affine Transformations29

2.2.3Projective Transformations31

2.2.4Properties of Perspective Projection35

2.2.5Homogeneous Points and Matrices40

2.3Cameras43

2.3.1The Perspective Camera Model43

2.3.2Model or Object Space48

2.3.3World Space48

2.3.4View, Camera, or Eye Space50

2.3.5Clip, Projection, or Homogeneous Space52

2.3.6Window Space56

2.3.7Putting Them All Together58

2.4Culling and Clipping66

2.4.1Object Culling66

2.4.2Back-Face Culling67

2.4.3Clipping to the View Frustum70

2.5Rasterizing77

2.5.1Line Segments77

2.5.2Circles82

2.5.3Ellipses84

2.5.4Triangles89

2.6Vertex Attributes92

2.6.1Colors92

2.6.2Lighting and Materials92

2.6.3Textures99

2.6.4Transparency, Opacity, and Blending117

2.6.5Fog122

2.6.6And Many More123

2.6.7Rasterizing Attributes124

2.7Issues of Software, Hardware, and APIs125

2.7.1A General Discussion125

2.7.2Portability versus Performance127

2.8API Conventions128

2.8.1Matrix Representation and Storage129

2.8.2Matrix Composition134

2.8.3View Matrices134

2.8.4Projection Matrices136

2.8.5Window Handedness139

2.8.6Rotations140

2.8.7Fast Computations Using the Graphics API143

Chapter 3Renderers147

3.1Software Rendering149

3.1.1Vertex Shaders149

3.1.2Back-Face Culling151

3.1.3Clipping154

3.1.4Rasterizing158

3.1.5Edge Buffers159

3.1.6Scan Line Processing161

3.1.7Pixel Shaders164

3.1.8Stencil Buffering167

3.1.9Depth Buffering169

3.1.10Alpha Blending170

3.1.11Color Masking171

3.1.12Texture Sampling171

3.1.13Frame Buffers172

3.2Hardware Rendering173

3.3An Abstract Rendering API175

3.3.1Construction and Destruction175

3.3.2Camera Management176

3.3.3Global-State Management177

3.3.4Buffer Clearing178

3.3.5Object Drawing179

3.3.6Text and 2D Drawing180

3.3.7Miscellaneous180

3.3.8Resource Management182

3.4The Heart of the Renderer194

3.4.1Drawing a Scene195

3.4.2Drawing a Geometric Primitive198

3.4.3Applying an Effect199

3.4.4Loading and Parsing Shader Programs201

3.4.5Validation of Shader Programs213

Chapter 4Scene Graphs217

4.1Scene Graph Design Issues217

4.1.1The Core Classes221

4.1.2Spatial Hierarchy Design226

4.1.3Sharing of Objects230

4.2Geometric State233

4.2.1Vertex Buffers and Index Buffers233

4.2.2Transformations234

4.2.3Bounding Volumes244

4.2.4Geometric Types251

4.3Render State259

4.3.1Global State259

4.3.2Lights261

4.3.3Effects266

4.4The Update Pass268

4.4.1Geometric-State Updates268

4.4.2Render-State Updates280

4.5The Culling Pass289

4.5.1Hierarchical Culling293

4.5.2Sorted Culling296

4.6The Drawing Pass297

4.6.1Single-Pass Drawing298

4.6.2Single-Effect, Multipass Drawing302

4.6.3Multiple-Effect Drawing304

4.7Scene Graph Compilers305

4.7.1A Scene Graph as an Expression307

4.7.2Semantics of Compilation311

Chapter 5Controller-Based Animation315

5.1Keyframe Animation317

5.1.1Interpolation of Position317

5.1.2Interpolation of Orientation318

5.1.3Interpolation of Scale318

5.2Keyframe Compression320

5.2.1Fitting Points with a B-Spline Curve321

5.2.2Evaluation of a B-Spline Curve325

5.2.3Optimized Evaluation for Degree 3333

5.3Inverse Kinematics339

5.3.1Numerical Solution by Jacobian Methods341

5.3.2Numerical Solution by Nonlinear Optimization342

5.3.3Numerical Solution by Cyclic Coordinate Descent342

5.4Skinning347

5.5Vertex Morphing349

5.6Particle Systems350

Chapter 6Spatial Sorting353

6.1Binary Space Partitioning Trees354

6.1.1BSP Tree Construction355

6.1.2BSP Tree Usage357

6.2Node-Based Sorting365

6.3Portals366

6.4User-Defined Maps375

6.5Occlusion Culling375

Chapter 7Level of Detail377

7.1Sprites and Billboards378

7.2Discrete Level of Detail379

7.3Continuous Level of Detail380

7.3.1Simplification Using Quadric Error Metrics380

7.3.2Reordering of Vertices and Indices385

7.3.3Terrain386

7.4Infinite Level of Detail387

Chapter 8Collision Detection389

8.1The Method of Separating Axes393

8.1.1Extrema of Convex Polygons or Convex Polyhedra394

8.1.2Stationary Objects404

8.1.3Objects Moving with Constant Linear Velocity412

8.1.4Oriented Bounding Boxes436

8.2Finding Collisions between Moving Objects444

8.2.1Pseudodistance444

8.2.2Contact between Moving Intervals446

8.2.3Computing the First Time of Contact448

8.2.4Estimating the First Derivative453

8.3A Dynamic Collision Detection System455

8.3.1The Abstract Base Class455

8.3.2Pseudodistances for Specific Pairs of Object Types461

8.3.3Collision Culling with Axis-Aligned Bounding Boxes465

8.4Object Picking472

8.4.1Constructing a Pick Ray472

8.4.2Scene Graph Support475

8.4.3Staying on Top of Things479

8.4.4Staying Out of Things481

8.5Pathfinding to Avoid Collisions481

8.5.1Environments, Levels, and Rooms482

8.5.2Moving between Rooms486

8.5.3Moving between Levels486

8.5.4Moving through the Outdoor Environment488

8.5.5Blueprints488

8.5.6Visibility Graphs489

8.5.7Envelope Construction494

8.5.8Basic Data Structures503

8.5.9Efficient Calculation of the Visibility Graph504

Chapter 9Physics507

9.1Particle Systems508

9.2Mass-Spring Systems510

9.2.1Curve Masses510

9.2.2Surface Masses513

9.2.3Volume Masses516

9.2.4Arbitrary Configurations519

9.3Deformable Bodies521

9.4Rigid Bodies522

9.4.1The Rigid Body Class525

9.4.2Computing the Inertia Tensor527

Chapter 10Standard Objects529

10.1Linear Components529

10.2Planar Components532

10.3Boxes534

10.4Quadrics535

10.4.1Spheres535

10.4.2Ellipsoids535

10.4.3Cylinders537

10.4.4Cones537

10.5Sphere-Swept Volumes538

10.5.1Capsules539

10.5.2Lozenges539

Chapter 11Curves541

11.1Definitions542

11.2Reparameterization by Arc Length543

11.3B′ezier Curves545

11.3.1Definitions545

11.3.2Evaluation545

11.3.3Degree Elevation546

11.3.4Degree Reduction546

11.4Natural, Clamped, and Closed Cubic Splines548

11.4.1Natural Splines550

11.4.2Clamped Splines550

11.4.3Closed Splines550

11.5B-Spline Curves551

11.5.1Types of Knot Vectors552

11.5.2Evaluation553

11.5.3Local Control558

11.5.4Closed Curves558

11.6NURBS Curves560

11.7Tension-Continuity-Bias Splines562

11.8Parametric Subdivision566

11.8.1Subdivision by Uniform Sampling566

11.8.2Subdivision by Arc Length566

11.8.3Subdivision by Midpoint Distance567

11.8.4Fast Subdivision for Cubic Curves568

11.9Orientation of Objects on Curved Paths570

11.9.1Orientation Using the Frenet Frame571

11.9.2Orientation Using a Fixed Up-Vector571

Chapter 12Surfaces573

12.1Introduction573

12.2B′ezier Rectangle Patches574

12.2.1Definitions574

12.2.2Evaluation575

12.2.3Degree Elevation575

12.2.4Degree Reduction576

12.3B′ezier Triangle Patches578

12.3.1Definitions578

12.3.2Evaluation578

12.3.3Degree Elevation580

12.3.4Degree Reduction580

12.4B-Spline Rectangle Patches582

12.5NURBS Rectangle Patches583

12.6Surfaces Built from Curves584

12.6.1Cylinder Surfaces584

12.6.2Generalized Cylinder Surfaces585

12.6.3Revolution Surfaces586

12.6.4Tube Surfaces586

12.7Parametric Subdivision587

12.7.1Subdivision of Rectangle Patches587

12.7.2Subdivision of Triangle Patches602

Chapter 13Containment Methods609

13.1Spheres609

13.1.1Point in Sphere609

13.1.2Sphere Containing Points610

13.1.3Merging Spheres616

13.2Boxes617

13.2.1Point in Box617

13.2.2Box Containing Points618

13.2.3Merging Boxes625

13.3Capsules627

13.3.1Point in Capsule627

13.3.2Capsule Containing Points628

13.3.3Merging Capsules629

13.4Lozenges630

13.4.1Point in Lozenge631

13.4.2Lozenge Containing Points631

13.4.3Merging Lozenges633

13.5Cylinders634

13.5.1Point in Cylinder634

13.5.2Cylinder Containing Points634

13.5.3Least-Squares Line Moved to Minimum-Area Center635

13.5.4Merging Cylinders635

13.6Ellipsoids636

13.6.1Point in Ellipsoid636

13.6.2Ellipsoid Containing Points637

13.6.3Merging Ellipsoids638

Chapter 14Distance Methods639

14.1Point to Linear Component639

14.1.1Point to Line640

14.1.2Point to Ray640

14.1.3Point to Segment641

14.2Linear Component to Linear Component642

14.2.1Line to Line642

14.2.2Line to Ray643

14.2.3Line to Segment644

14.2.4Ray to Ray645

14.2.5Ray to Segment645

14.2.6Segment to Segment645

14.3Point to Triangle646

14.4Linear Component to Triangle651

14.4.1Line to Triangle651

14.4.2Ray to Triangle654

14.4.3Segment to Triangle654

14.5Point to Rectangle655

14.6Linear Component to Rectangle657

14.6.1Line to Rectangle657

14.6.2Ray to Rectangle659

14.6.3Segment to Rectangle660

14.7Triangle or Rectangle to Triangle or Rectangle661

14.8Point to Oriented Box663

14.9Linear Component to Oriented Box663

14.9.1Line to Oriented Box664

14.9.2Ray to Oriented Box666

14.9.3Segment to Oriented Box666

14.10Triangle to Oriented Box667

14.11Rectangle to Oriented Box669

14.12Oriented Box to Oriented Box670

14.13Miscellaneous672

14.13.1Point to Ellipse672

14.13.2Point to Ellipsoid673

14.13.3Point to Quadratic Curve or to Quadric Surface674

14.13.4Point to Circle in 3D675

14.13.5Circle to Circle in 3D676

Chapter 15Intersection Methods681

15.1Linear Components and Convex Objects681

15.2Linear Component and Planar Component684

15.3Linear Component and Oriented Box686

15.3.1Test-Intersection Query686

15.3.2Find-Intersection Query693

15.4Linear Component and Sphere698

15.4.1Line and Sphere698

15.4.2Ray and Sphere700

15.4.3Segment and Sphere701

15.5Line and Sphere-Swept Volume703

15.5.1Line and Capsule703

15.5.2Line and Lozenge708

15.6Line and Quadric Surface709

15.6.1Line and Ellipsoid709

15.6.2Line and Cylinder710

15.6.3Line and Cone710

15.7Culling Objects by Planes710

15.7.1Oriented Boxes711

15.7.2Spheres712

15.7.3Capsules712

15.7.4Lozenges713

15.7.5Ellipsoids713

15.7.6Cylinders715

15.7.7Cones716

15.7.8Convex Polygons or Convex Polyhedra717

Chapter 16Numerical Methods719

16.1Systems of Equations719

16.1.1Linear Systems719

16.1.2Polynomial Systems720

16.2Eigensystems722

16.2.1Extrema of Quadratic Forms722

16.2.2Extrema of Constrained Quadratic Forms723

16.3Least-Squares Fitting724

16.3.1Linear Fitting of Points (x, f (x))724

16.3.2Linear Fitting of Points Using Orthogonal Regression725

16.3.3Planar Fitting of Points (x,y,f (x,y))726

16.3.4Planar Fitting of Points Using Orthogonal Regression726

16.3.5Fitting a Circle to 2D Points727

16.3.6Fitting a Sphere to 3D Points729

16.3.7Fitting a Quadratic Curve to 2D Points731

16.3.8Fitting a Quadric Surface to 3D Points731

16.4Minimization732

16.4.1Methods in One Dimension732

16.4.2Methods in Many Dimensions733

16.5Root Finding736

16.5.1Methods in One Dimension736

16.5.2Methods in Many Dimensions740

16.6Integration742

16.6.1Romberg Integration742

16.6.2Gaussian Quadrature746

16.7Differential Equations747

16.7.1Ordinary Differential Equations747

16.7.2Partial Differential Equations750

16.8Fast Function Evaluation754

16.8.1Square Root and Inverse Square Root754

16.8.2Sine, Cosine, and Tangent755

16.8.3Inverse Tangent756

Chapter 17Rotations759

17.1Rotation Matrices759

17.1.1Axis/Angle to Matrix760

17.1.2Matrix to Axis/Angle762

17.1.3Interpolation763

17.2Quaternions764

17.2.1The Linear Algebraic View of Quaternions766

17.2.2Rotation of a Vector769

17.2.3Product of Rotations769

17.2.4The Classical View of Quaternions770

17.2.5Axis/Angle to Quaternion772

17.2.6Quaternion to Axis/Angle773

17.2.7Matrix to Quaternion773

17.2.8Quaternion to Matrix773

17.2.9Interpolation774

17.3Euler Angles774

17.4Performance Issues777

17.5The Curse of Nonuniform Scaling778

17.5.1Gram-Schmidt Orthonormalization779

17.5.2Eigendecomposition781

17.5.3Polar Decomposition781

17.5.4Singular Value Decomposition781

Chapter 18Object-Oriented Infrastructure783

18.1Object-Oriented Software Construction783

18.1.1Software Quality784

18.1.2Modularity785

18.1.3Reusability787

18.1.4Functions and Data788

18.1.5Object Orientation789

18.2Style, Naming Conventions, and Namespaces790

18.3Run-Time Type Information793

18.3.1Single-Inheritance Systems793

18.3.2Multiple-Inheritance Systems797

18.3.3Macro Support799

18.4Templates800

18.5Shared Objects and Reference Counting802

18.6Streaming808

18.6.1The Stream API809

18.6.2The Object API812

18.7Names and Unique Identifiers819

18.7.1Name String820

18.7.2Unique Identification820

18.8Initialization and Termination822

18.8.1Potential Problems822

18.8.2A Generic Solution for Classes825

18.9An Application Layer831

18.9.1Processing Command-Line Parameters832

18.9.2The Application Class836

18.9.3The ConsoleApplication Class839

18.9.4TheWindowApplication Class842

18.9.5TheWindowApplication3 Class849

18.9.6Managing the Engines867

Chapter 19Memory Management873

19.1Memory Budgets for Game Consoles873

19.2Leak Detection and Collecting Statistics875

19.3General Memory Management Concepts882

19.3.1Allocation Using Sequential-Fit Methods882

19.3.2Allocation Using Buddy-System Methods891

19.3.3Allocation Using Segregated-Storage Methods895

19.3.4Memory Compaction895

Chapter 20Special Effects Using Shaders897

20.1Vertex Colors897

20.2Lighting and Materials899

20.2.1Ambient Lights901

20.2.2Directional Lights902

20.2.3Point Lights903

20.2.4Spotlights904

20.3Textures909

20.4Multitextures911

20.5Bump Maps914

20.5.1Generating Normal Maps914

20.5.2Generating Tangent-Space Information916

20.5.3The Shader Programs919

20.6Gloss Maps923

20.7Sphere Maps926

20.8Cube Maps929

20.9Refraction932

20.10Planar Reflection935

20.11Planar Shadows939

20.12Projected Textures943

20.13Shadow Maps945

20.14Volumetric Fog947

20.15Skinning950

20.16Iridescence951

20.17Water Effects955

AppendixCreating a Shader in Wild Magic957

A.1Shader Programs for an Illustrative Application958

A.2Creating the Geometric Data963

A.3A Classless Shader Effect965

A.4Creating a Class Derived from ShaderEffect968

A.5Dynamic Updates for the Shader Constants970

References973

Index981

About the CD-ROM1017

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序言~The first edition of 3D Game Engine Design appeared in print over six years ago (September 2000). At that time, shader programming did not exist on consumer graphics hardware. All rendering was performed using the fixed-function pipeline, which consisted

文摘This chapter provides some basic concepts that occur in a computer graphics system. Some of these concepts are mathematical in nature. I am assuming that you are familiar with trigonometry, vector and matrix algebra, and dot products and cross products. A warning to those who have a significant mathematical background: I intentionally discuss the mathematical concepts in a somewhat informal manner. My goal is to present the relevant ideas without getting tied down in the minutiae of stating rigorous definitions for the concepts. The first edition of this book was criticized for overemphasizing the mathematical details——and rightly so. Learn computer graphics first, and then later explore the beauty of formal mathematical exposition!

The foundations of coordinate systems (Section 2.1) and transformations (Section 2.2) are pervasive throughout a game engine. They are found not only in the graphics engines but in the physics engines and sound engines. Getting a model out of a modeling package and into the game world, setting up a camera for viewing, and displaying the model vertices and triangles is a process for which you must absolutely understand the coordinate systems and transformations. Scene graph management (Chapter 4) also requires a thorough understanding of these topics.

Sections 2.3 through 2.6 are the foundation for drawing 3D objects on a 2D screen. In a programming environment using graphics APIs such as OpenGL or Direct3D to access the graphics hardware, your participation in the process is typically restricted to selecting the parameters of the camera, providing the triangle primitives whose vertices have been assigned various attributes, and identifying objects that are not within the viewing region so that you do not have to draw them. The low-level processing of vertices and triangles is the responsibility of the graphics drivers. A discussion of the low-level processing is provided in this book, and a software renderer is part of the

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