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Collada: Sailing the Gulf of 3d Digital Content Creation
In 1963, Ivan Sutherland wrote Sketchpad [57], the world’s fi rst real-time
computer graphics application. In that breakthrough effort, he defi ned the
basic techniques for structuring scene data that are still present in today’s 3D
applications.
In one way, though, Sutherland had it easy. He didn’t have to... | | Games, Puzzles, and Computation
The authors show that there are underlying mathematical reasons for why games and puzzles are challenging (and perhaps why they are so much fun). They also show that games and puzzles can serve as powerful models of computationâquite different from the usual models of automata and circuitsâoffering a new way of thinking about... | | Fluid Simulation
This book is designed to give the reader a practical introduction to fluid
simulation for graphics. The field of fluid dynamics, even just in animation,
is vast and so not every topic will be covered, and many wonderful papers
will sadly be passed over in the hope of distilling the essentials; this is
far from a thorough survey. The... |
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Haptic Rendering: Foundations, Algorithms and Applications
For a long time, human beings have dreamed of a virtual world where it is possible to interact with synthetic entities as if they were real. It has been shown that the ability to touch virtual objects increases the sense of presence in virtual environments. This book provides an authoritative overview of state-of-theart haptic rendering... | | Color Imaging: Fundamentals and Applications
Color is one of the most fascinating areas to study. Color forms an integral part
of nature, and we humans are exposed to it every day. We all have an intuitive
understanding of what color is, but by studying the underlying physics, chemistry,
optics, and human visual perception, the true beauty and complexity of color can
be... | | Communicating Mathematics in the Digital Era
The digital era has dramatically changed the ways that researchers search, produce, publish, and disseminate their scientific work. These processes are still rapidly evolving due to improvements in information science, new achievements in computer science technologies, and initiatives such as DML and open access journals, digitization... |
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Game Engine Architecture
A 2009 Game Developer Magazine Front Line Award Finalist, this book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are... | | Professional Techniques for Video Game Writing
This book by the International Game Developers Association (IGDA) Game Writing Special Interest Group focuses on various aspects of working as a professional game writer, including how to break in to game writing, writing manuals, narrative design, writing in a team, working as a freelancer, working with new intellectual property, and more.... | | Basics of Game Design
The video game industry has grown explosively over the past decade
and is now a major provider of home entertainment. Since the North
American release of the Nintendo Entertainment System (NES) in
1985, game industry revenues have also grown substantially and, according
to the marketing research company NDP Group, grossed... |
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