Addison-Wesley / Prentice Hall
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3D Games, Volume 2: Animation and Advanced Real-time Rendering
ISBN-10: 0201787067
ISBN-13: 9780201787061
Publisher: Addison-Wesley
Copyright: 2003
Format: Paper Bound w/CD-ROM; 600 pp
Published: 03/27/2003
Status: Out of Print
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The second volume of the 3D Games series concentrates on the areas of advanced real-time rendering and animation. The computer games industry continues to consume techniques from off-line graphics as more and more powerful hardware facilitates this. With the launch of GeForce3 and X-box there is a massive leap forward in the techniques that can be implemented in real-time. The theory behind these techniques is addressed in the book, integrated with practical implementations using the accompanying FLY3D games engine. The game engine that accompanies the text (www.fly3d.com.br) is a second generation advanced engine that includes, for example, facial animation and full facilities for character animation. The book/CD package will appeal to students on computer games courses or on graphics courses with an emphasis on animation. It will also appeal to professional games developers and other games enthusiasts keen to understand the theory behind games development and create their own games.
Preface
1 THE ANATOMY OF AN ADVANCED GAME SYSTEM I - THE BUILD PROCESS AND STATIC LIGHTING
1.1 Data Structures
1.2 The Build Process
1.3 Light Map Build
1.4 BSP Management
1.5 Advanced Static Lighting - Radiosity
Appendix 1.1 Building In Practice
Appendix 1.2 Basic Radiosity Theory
2 THE ANATOMY OF AN ADVANCED GAMES SYSTEM II - REAL-TIME PROCESSES
2.1 Viewing And The BSP
2.2 Camera Control
2.3 Generic Collision Detection And Response
2.4 Specialised Collision Detection And Response
2.5 Generic Path Planning
Appendix 2.1 Demonstrations Of Real-Time Processes
3 THE ANATOMY OF AN ADVANCED GAMES SYSTEM III - SOFTWARE DESIGN AND APPLICATION PROGRAMMING
3.1 Types Of Applications
3.2 FLT3D Engine Architecture
Appendix 3.1 Writing A Plug-In
4 REAL - TIME RENDERING
4.1 Introduction
4.2 Vertices, Pixels And Maps
4.3 Factorisation Methods
4.4 Brdfs And Real Materials
4.5 Per-Pixel Shading Using Brdfs
4.6 Environment Map Parameterisations
4.7 Implementing Brdfs: Separable Approximations
4.8 Shading Languages And Shaders
5 REAL - TIME RENDERING - PRACTICE
5.1 Basic Shaders
5.2 Render States
5.3 Shader Examples
5.4 Real-Time Rendering In Hardware
5.5 Dynamic Textures
5.6 Effects
Appendix 5.1 Using And Experimenting With Shaders
Appendix 5.2 Vertex Programming For NVIDIA Geforce3
Appendix 5.3 NVIDIA Register Combiner Operation
6 GEOMENTRY PROCESSING
6.1 Introduction
6.2 Motivating Factors And Definitions
6.3 Ordering Or Error Criteria
6.4 Simplification And Attributes
6.5 Case Studies
Appendix 6.1 Mathematical Background
Appendix 6.2 Demonstration
7 CHARACTER ANIMATION
7.1 Introduction
7.2 Vertex Animation And Blending
7.3 Skeleton Animation
7.4 Low-Level Animation Management
Appendix 7.1 Using Quaternions To Represent Rotation
Appendix 7.2 Implementing Quaternions
Appendix 7.3 Efficiency Consideration In Character Animation (Optimising For SIMD Pentium3 Instructions)
8 ANIMATING SHAP - METHODS
8.1 Introduction
8.2 Spline Cages
8.3 Free Form Deformation (FFD)
8.4 Extended Free Form Deformations (Effds)
8.5 Curve Deformers - Wires
8.6 Skinning Revisited
Appendix 8.1 Scattered Data Interpolation Using Radial Basis Functions
9 ELEMENTS OF ADVANCED CHARACTER ANIMATION
9.1 Introduction - An Anthropomorphic Interface For Games
9.2 Converting Linguistic Representations Into Animation - Examples
9.3 Facial Animation, Visual Speech And Tracking
9.4 Models For Controlling, Rendering And Tracking Facial Meshes
9.5 Visual Speech
9.6 Facial Animation And MPEG-4
9.7 Rendering Issues
9.8 Conclusions And Problems
Appendix 9.1 A Pseudo-Muscle Model Implementation
10 ANIMATING CHARACTERS WITH MOTION CAPTURE
10.1 Introduction
10.2 Motion Data
10.3 Skeletons And Mocap - BVH Format
10.4 Basic Manipulation Of Motion Data
10.5 Interpolation In Mocap
10.6 Classic Signal Processing And Mocap
10.7 Signal Processing And Mocap Data
10.8 Motion Editing: Constraint-Based Approaches
Appendix 10 1 Demonstration
11 INVERSE KINEMATICS: THE THEORY
11.1 An Example - The Two-Link Arm
11.2 The Jacobian
11.3 Approaches To IK
11.4 Practical Approaches To Inverse Kinematics
References
Index
Alan Watt, based at the University of Sheffield, is the author of many successful books including 3D Computer Graphics, Advanced Animation and Rendering Techniques, The Computer Image and 3D Games Volume 1: Real-Time Rendering and Software Technology. Fabio Policarpo is a software developer and founder of the company Parelelo Computaçao based in Rio de Janeiro. He is currently working on independent 3D action multiplayer games.
The computer entertainment industry drives many of the advances in computing technology, and the second volume of 3D Games shows how to use advanced techniques in games technology and how these techniques can also be applied in other areas. The book concentrates on three main areas:
The treatment of these topics is built around a specific games system, Fly3D SDK 2.0 (included on the accompanying CD-ROM). By rooting as many as possible of the techniques described within the book in a practical games system, the book is able to balance theory and practice.
As well as proving invaluable for professionals in the games industry, the book can be used for courses in games programming and development, animation, advanced graphics, and multimedia.
The potential of games to embrace other applications within computing is strong, with the advent of techniques for high scene complexity at low processing costs. The Fly3D engine is not only a vehicle for game creation, but has already been used to develop 3D Internet applications, architectural walkthroughs for CAAD and generic 3D visualisation. Workers in these areas will find the techniques described and accompanying software extremely useful.
Alan Watt, based at the University of Sheffield, is the author of many successful books including 3D Computer Graphics, Advanced Animation and Rendering Techniques, The Computer Image and 3D Games Volume 1.
Fabio Policarpo is a software developer and founder of the company Paralelo Computaç©o based in Rio de Janeiro. He co-authored The Computer Image and 3D Games Volume I and currently works on new applications for real-time rendering and gaming technologies.
CD includes: Full Fly3D SDK including source code for engine, front-ends, plug-ins and utilities; Demo levels; Engine Guide and Reference Manual and tutorials.
http://www.fly3d.com.br for Fly3D SDK documentation, updates, new demos, FAQs and message board.
The included software runs on any Microsoft Windows computer system and requires a 3D video card with full OpenGL support. For making changes to the source code, Microsoft Visual C++ 6.0 is required. For scene geometry creation, 3DStudio Max 3.x and 4.x plug-ins are included.
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