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๐Ÿ“

Real-Time Visual Effects for Game Programming

โœ Scribed by Chang-Hun Kim, Sun-Jeong Kim, Soo-Kyun Kim, Shin-Jin Kang (auth.)


Publisher
Springer-Verlag Singapur
Year
2015
Tongue
English
Leaves
238
Series
Gaming Media and Social Effects
Edition
1
Category
Library

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No coin nor oath required. For personal study only.

โœฆ Synopsis


This book introduces the latest visual effects (VFX) techniques that can be applied to game programming. The usefulness of the physicality-based VFX techniques, such as water, fire, smoke, and wind, has been proven through active involvement and utilization in movies and images. However, they have yet to be extensively applied in the game industry, due to the high technical barriers. Readers of this book can learn not only the theories about the latest VFX techniques, but also the methodology of game programming, step by step. The practical VFX processing techniques introduced in this book will provide very helpful information to game programmers. Due to the lack of instructional books about VFX-related game programming, the demand for knowledge regarding these high-tech VFXs might be very high.

โœฆ Table of Contents


Front Matter....Pages i-xii
Basic Concepts of Visual Effects....Pages 1-26
Water and Bubbles....Pages 27-88
Smoke....Pages 89-110
Fire and Ice....Pages 111-161
Fluid Interaction....Pages 163-200
Real-Time Visual Effects Programming....Pages 201-210
Back Matter....Pages 211-227

โœฆ Subjects


Computational Intelligence; Programming Techniques; Visualization; Mathematical Methods in Physics


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