3D Games: Real-Time Rendering and Software Technology
Alan Watt, Fábio Policarpo · Medical Entomology and Zoology · 2000
Foundations 1. Mathematical fundamentals of 3D computer graphics 2. Modelling and representation 1 - comparative and polygon mesh models 3. Modelling and representation 2 - the economics of polygon meshes 4. Representation and modelling 3 - landscape specialisations 5. Modelling and representation 4 - Breezier, B-spline and subdivision surfaces Classical 3D graphics 6. Classic polygon mesh rendering technology 7. Classic mapping techniques 8. Anti-aliasing theory and practice Real-time rendering 9. Visibility processing of complex scenes 10. Lighting in games 11. Shadows in games 12. Multi-pass rendering Control of objects 13. Motion control - kinematic 14. Control by dynamic simulation 15. Collision detection 16. Interactive control 17. Behaviour and AI 2D Technology 18. Two-dimensional techniques 19. Image-based rendering Software technology 20. Multi-player game technology 21. Engine architecture 22. Fly3D SDK reference Appendix A Fly3D SDK reference References Index