ABSTRACT

Written for game programmers and developers, this book covers GPU techniques and supporting applications that are commonly used in games and similar real-time 3D applications. The authors describe the design of programs and systems that can be used to implement games and other applications whose requirements are to render real-time animation sequen

chapter 1|28 pages

Introduction and Cg Programming Overview

chapter 2|28 pages

Light/Object Shaders

chapter 3|32 pages

Texture Mapping

chapter 4|30 pages

Rendering Shadows

chapter 6|16 pages

Common Games Effects

chapter 8|34 pages

Real-Time Animation

chapter 10|20 pages

Facial Animation

chapter 11|44 pages

Managing Game Development