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The Big Penis Book 3D
Watch how they follow you around the room It’s hard to imagine a book that could beat The Big Penis Book for grabbing attention and driving sales, unless it would be those same unimaginably colossal generative units seen in breathtaking 3-D. That pop-up centerfold we joked about adding? In 3-D every page becomes a pop-up! This 220-page, 30 by 30 cm special edition includes 96 images from the original book, plus 8 new bonus photos, transformed into eye-popping 3-D by Jon Schnitzer and The Brain Factory, the geniuses whipping up special effects for filmmakers such as Tim Burton. There is a revised introduction, new layout, and two pairs of red/blue anaglyph glasses included, so the book can be shared with a friend, or simply enjoyed alone after the first pair of glasses wears out. Unlike other 3-D pictures you may have seen, the photos in The Big Penis Book 3-D do not look distorted when viewed without the glasses. The Brain Factory’s technique is so subtle it’s hard to even detect the red/blue tint in many of the black and white photos, but when you put on your glasses the parts of interest leap from the page, not in flat layers as in old-style 3-D, but as thick, fully rounded, touchable contours. That this is a red-hot gift book is a no-brainer. From the dawn of 3-D technology, spears, sticks, guns, and rockets have been aimed at the audience to demonstrate the realism of the effect. The special effects in The Big Penis Book 3-D are no less convincing. -
3D计算机图形学
本书介绍三维的计算机图形学,特别强调基本原理和计算机图形学中数学。它包含有描述如何使用跨OpenGL平台的编程环境,还含有光线跟踪软件包的源代码(相应的软件可从本书的网站免费下载)。 本书内容涉及全面处理变换和视图,光照和明暗模型,插值与均值,贝塞尔贡线和B样条曲线,射线追踪和福射,射线交点测试,也涉及不包含深度的纹理映射和色彩理论。本书还涵盖动画片制作,包括四元组、定向以及逆向运动学。在附录中复习矢量和矩阵方面数学知识。 本书读者对象是高年级大学生或低年级研究生,也可自学。需要具有计算和矢量的基本知识。OpenGL编程部分要求C或C++编程知识。本书涉及OpenGL的一些重要特性,可以与其他OpenGL编程的书联合使用。 -
实时碰撞检测算法技术
《实时碰撞检测算法技术》详细阐述了与碰撞检测问题相关的高效解决方案及相应的数据结构和算法,主要包括:碰撞检测系统中的设计问题、数学和几何学入门、包围体、基本图元测试、层次包围体技术、空间划分、BSP树层次结构、凸体算法、基于GPU的碰撞检测、数值健壮性、几何健壮性以及优化操作。另外,《实时碰撞检测算法技术》还提供了相应的算法、代码以及伪代码,以帮助读者进一步理解计算方案的实现过程。 《实时碰撞检测算法技术》适合作为高等院校计算机及相关专业的教材和教学参考书,也可作为相关开发人员的自学教材和参考手册。 -
3D Math Primer for Graphics and Game Development
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3D Game Engine Design, Second Edition
A major revision of the international bestseller on game programming! Graphics hardware has evolved enormously in the last decade. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. 3D Game Engine Design, Second Edition shows step-by-step how to make a shader-based graphics engine and how to tame the new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics - all challenging subjects for developers. -
3D数学基础
本书主要研究隐藏在3D几何世界背后的数学问题。3D数学是一门与计算几何相关的学科,计算几何则是研究怎样用数值方法解决几何问题的学科。3D数学和计算几何广泛应用在那些使用计算机来模拟3D世界的领域,如图形学、游戏、仿真、机器人技术、虚拟现实和动画等。 本书涵盖了理论知识和C++实现代码。理论部分解释3D中数学和几何之间的关系,列出的技巧与公式可以当做参考手册以方便查找。实现部分演示了怎样用代码来实现这些理论概念。编程示例语言使用的是C++,实际上,本书的理论知识能通过任何编程语言实现。