Welcome to our book review site go-pdf.online!

You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.

Sign up

Faith Beyond Belief
  • Language: en
  • Pages: 228

Faith Beyond Belief

None

Game Physics
  • Language: en
  • Pages: 846

Game Physics

  • Categories: Art
  • Type: Book
  • -
  • Published: 2004
  • -
  • Publisher: CRC Press

CD ROM contains a snapshot of the full distribution of source code, documentation and supporting materials located at the Magic Software Inc. website. --Inside cover.

3D Game Engine Design
  • Language: en
  • Pages: 1008

3D Game Engine Design

  • Categories: Art
  • Type: Book
  • -
  • Published: 2006-11-03
  • -
  • Publisher: CRC Press

The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory...

GPGPU Programming for Games and Science
  • Language: en
  • Pages: 471

GPGPU Programming for Games and Science

  • Type: Book
  • -
  • Published: 2014-08-15
  • -
  • Publisher: CRC Press

An In-Depth, Practical Guide to GPGPU Programming Using Direct3D 11 GPGPU Programming for Games and Science demonstrates how to achieve the following requirements to tackle practical problems in computer science and software engineering: Robustness Accuracy Speed Quality source code that is easily maintained, reusable, and readable The book primarily addresses programming on a graphics processing unit (GPU) while covering some material also relevant to programming on a central processing unit (CPU). It discusses many concepts of general purpose GPU (GPGPU) programming and presents practical examples in game programming and scientific programming. The author first describes numerical issues t...

Geometric Tools for Computer Graphics
  • Language: en
  • Pages: 1053

Geometric Tools for Computer Graphics

  • Type: Book
  • -
  • Published: 2002-10-10
  • -
  • Publisher: Elsevier

Do you spend too much time creating the building blocks of your graphics applications or finding and correcting errors? Geometric Tools for Computer Graphics is an extensive, conveniently organized collection of proven solutions to fundamental problems that you'd rather not solve over and over again, including building primitives, distance calculation, approximation, containment, decomposition, intersection determination, separation, and more. If you have a mathematics degree, this book will save you time and trouble. If you don't, it will help you achieve things you may feel are out of your reach. Inside, each problem is clearly stated and diagrammed, and the fully detailed solutions are pr...

3D Game Engine Architecture
  • Language: en
  • Pages: 736

3D Game Engine Architecture

  • Type: Book
  • -
  • Published: 2005
  • -
  • Publisher: Unknown

None

Ridges in Image and Data Analysis
  • Language: en
  • Pages: 221

Ridges in Image and Data Analysis

The concept of ridges has appeared numerous times in the image processing liter ature. Sometimes the term is used in an intuitive sense. Other times a concrete definition is provided. In almost all cases the concept is used for very specific ap plications. When analyzing images or data sets, it is very natural for a scientist to measure critical behavior by considering maxima or minima of the data. These critical points are relatively easy to compute. Numerical packages always provide support for root finding or optimization, whether it be through bisection, Newton's method, conjugate gradient method, or other standard methods. It has not been natural for scientists to consider critical beha...

Mathematical Problems from Combustion Theory
  • Language: en
  • Pages: 187

Mathematical Problems from Combustion Theory

This monograph evolved over the past five years. It had its origin as a set of lecture notes prepared for the Ninth Summer School of Mathematical Physics held at Ravello, Italy, in 1984 and was further refined in seminars and lectures given primarily at the University of Colorado. The material presented is the product of a single mathematical question raised by Dave Kassoy over ten years ago. This question and its partial resolution led to a successful, exciting, almost unique interdisciplinary col laborative scientific effort. The mathematical models described are often times deceptively simple in appearance. But they exhibit a mathematical richness and beauty that belies that simplicity an...

Game Physics Engine Development
  • Language: en
  • Pages: 542

Game Physics Engine Development

  • Categories: Art
  • Type: Book
  • -
  • Published: 2010-07-23
  • -
  • Publisher: CRC Press

Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine ne

The Cambridge Companion to Virginia Woolf
  • Language: en
  • Pages: 299

The Cambridge Companion to Virginia Woolf

A revised and fully updated edition, featuring five new chapters reflecting recent scholarship on Woolf.