<span><p>Visual effects (VFX) are one of the most complicated components of feature film and television creation. With advancements in such technologies as Ray Tracing and Virtual Reality, the visual quality of the real-time rendering engine is now rivaling feature film. Real-time rendering requires
Real-Time Visual Effects for Game Programming
โ 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
No coin nor oath required. For personal study only.
โฆ 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.
โฆ 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
โฆ Subjects
Computational Intelligence; Programming Techniques; Visualization; Mathematical Methods in Physics
๐ SIMILAR VOLUMES
<span><p><em><b>Real Time Visual Effects for the Technical Artist</b></em>&nbsp;is written for digital artists to explain the core concepts of visual effects, common in all engines, to free them from interface bounds.</p></span>
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