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Real-time visual effects for game programming

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 y...

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Detalles Bibliográficos
Autores principales: Kim, Chang-Hun, Kim, Sun-Jeong, Kim, Soo-Kyun, Kang, Shin-Jin
Lenguaje:eng
Publicado: Springer 2015
Materias:
Acceso en línea:https://dx.doi.org/10.1007/978-981-287-487-0
http://cds.cern.ch/record/2015322
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author Kim, Chang-Hun
Kim, Sun-Jeong
Kim, Soo-Kyun
Kang, Shin-Jin
author_facet Kim, Chang-Hun
Kim, Sun-Jeong
Kim, Soo-Kyun
Kang, Shin-Jin
author_sort Kim, Chang-Hun
collection CERN
description 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.
id cern-2015322
institution Organización Europea para la Investigación Nuclear
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publishDate 2015
publisher Springer
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spelling cern-20153222021-04-21T20:19:18Zdoi:10.1007/978-981-287-487-0http://cds.cern.ch/record/2015322engKim, Chang-HunKim, Sun-JeongKim, Soo-KyunKang, Shin-JinReal-time visual effects for game programmingEngineeringThis 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.Springeroai:cds.cern.ch:20153222015
spellingShingle Engineering
Kim, Chang-Hun
Kim, Sun-Jeong
Kim, Soo-Kyun
Kang, Shin-Jin
Real-time visual effects for game programming
title Real-time visual effects for game programming
title_full Real-time visual effects for game programming
title_fullStr Real-time visual effects for game programming
title_full_unstemmed Real-time visual effects for game programming
title_short Real-time visual effects for game programming
title_sort real-time visual effects for game programming
topic Engineering
url https://dx.doi.org/10.1007/978-981-287-487-0
http://cds.cern.ch/record/2015322
work_keys_str_mv AT kimchanghun realtimevisualeffectsforgameprogramming
AT kimsunjeong realtimevisualeffectsforgameprogramming
AT kimsookyun realtimevisualeffectsforgameprogramming
AT kangshinjin realtimevisualeffectsforgameprogramming