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3D游戏引擎设计:实时计算机图形学的应用方法(英文版.第2版)(3D游戏引擎杰作)

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编辑推荐

  “这是一部杰作,出自一位著名引擎开发人员之手。书中公开了大量的实战技术内幕。强烈推荐!”
  ——Tim Sweeney,游戏开发大师,Unreal引擎之父,Epic公司创始人
  “我相信,这部力作将成为游戏开发领域的圣经,它会大大提升游戏开发人员的整体水平。”
  ——Andrea Pessino,《魔兽争霸3》核心开发人员

内容简介回到顶部↑

本书深入剖析了3D游戏引擎的设计,书中许多内容对于更好地理解3D计算机图形学也极有帮助。本书首先介绍了几何转换和坐标系统等较基础的内容,然后介绍曲线、渲染、效果等高级知识。本书基于作者自身在游戏产业中的工作、研究经验,提供了算法、编程技术、代码等大量实用信息,对于游戏设计者及相应的编程人员来说,是一本非常有价值的参考书。
  本书适合高等院校相关专业的师生、接受游戏软件开发培训的学生、相关技术人员及游戏开发人员阅读。

作译者回到顶部↑

本书提供作译者介绍

David H.Eberly,著名游戏开发大师。实时三维游戏引擎Netlmmerse和Gamebryo(支持了文明、辐射和战锤等著名游戏)的核心开发者之一。目前是Geometric Tools公司总裁,主持设计了实时三维游戏引擎Wild Magic。他拥有数学和计算机科学两个博士学位。除本书外,他还著有Game Physics和3D Game Engine Architecture等名著。
.. << 查看详细

目录回到顶部↑

CHAPTER 1 INTRODUCTION
CHAPTER 2 THE GRAPHICS SYSTEM
CHAPTER 3 RENDERERS
CHAPTER 4 SCNE GRAPHS
CHAPTER 5 CONTROLLER-BASED ANIMATION
CHAPTER 6 SPATAL SORTING
CHAPTER 7 LEVEL OF DETAIL
CHAPTER 8 COLLISION DETECTION
CHAPTER 9 PHYSICS
CHAPTER 10 STANDARD OBJECTS
CHAPTER 11 CURVES
CHAPTER 12 SURFACES
CHAPTER 13 CONTAINMENT METHODS
CHAPTER 14 DISTANCE METHODS
CHAPTER 15 INTERSECTION METHODS
CHAPTER 16 NUMERICAL METHODS
CHAPTER 17 ROTATIONS
CHAPTER 18 OBJECT-ORIENTED INFRASTRUCTURE
CHAPTER 19 MEMORY MANAGEMENT
CHAPTER 20 SPECIAL EFFECTS USING SHADERS

前言回到顶部↑

The first edition of 3D Game Engine Design appeared in print over six yearsago (September 2000). At that time, shader programming did not exist onconsumer graphics hardware. All rendering was performed using the fixed-functionpipeline, which consisted of setting render states in order to control how the geometricdata was affected by the drawing pass. .
The first edition contained a CDROM with the source code for Wild Magic Version0.1, which included 1,015 source files and 17 sample applications, for a totalof 101,293 lines of code. The distribution contained support only for computersrunning the Microsoft Windows operating system; the renderer was built on top ofOpenGL; and project files were provided for Micrsoft Visual C++ 6. Over the years,the source code evolved to Wild Magic Version 3.9, which contained additional supportfor Linux and Macintosh platforms, had OpenGL and Direct3D renderers, andincluded some support for shader programming. However, the design of the enginewas still based on a fixed-function pipeline. The distribution also included supportfor multiple versions of Microsoft’s compilers, support for other compilers on thevarious platforms, and contained some tools such as importers and exporters for processingof art assets.
This is the second edition of 3D Game Engine Design. It is much enhanced, describingthe foundations for shader programming and how an engine can support it.The second edition is about twice the size of the first. The majority of the increase isdue to a more detailed description of all aspects of the graphics system, particularlyabout how shaders fit into the geometric pipeline. The material on scene graphs andtheir management is also greatly expanded. The second edition has more figures andless emphasis on the mathematical aspects of an engine.
The second edition contains a CDROM with the source code for Wild MagicVersion 4.0, which includes 1,587 source files and 105 sample applications, for atotal of 249,860 lines of code. The Windows, Linux, and Macintosh platforms arestill supported, using OpenGL renderers. TheWindows platform also has a Direct3Drenderer whose performance is comparable to that of the OpenGL renderer.Multipleversions of Microsoft’s C++ compilers are supported—versions 6, 7.0, 7.1, and 8.0(Professional and Express Editions). The MINGW compiler and MSYS environmentare also supported on the Windows platform. The Linux platform uses the g++ compiler, and the Macintosh platform uses Apple’s Xcode tools. ..
The graphics system ofWildMagic Version 4.0 is fully based on shader programmingand relies on NVIDIA’s Cg programming language. The precompiled shaderprograms were created using the arbvp1 and arbfp1 profiles for OpenGL and usingthe vs_2_0 and ps_2_0 profiles for Direct3D, so your graphics hardware mustsupport these in order to run the sample applications. If your graphics hardware supportsonly lesser profiles such as vs_1_1 and ps_1_1, you must recompile the shaderprograms with these profiles and use the outputs instead of what is shipped on theCDROM. The distribution also contains a fully featured, shader-based software rendererto illustrate all aspects of the geometric pipeline, not just the vertex and pixelshader components.
The replacement of the fixed-function approach by a shader-based approach hasmade Wild Magic Version 4 a much more powerful graphics engine for use in allgraphics applications, not just in games. Much effort went into making the engineeasier to use and to extend, and into improving the performance of the renderers. Ihope you enjoy this new manifestation ofWild Magic!
A book is never just the product of the author alone. Many people were involvedin making this book as good as it possibly can be. Thanks to the reviewers for providingvaluable and insightful feedback about the first edition regarding how to improveit for a second edition. A special thanks goes toMarc Olano (University ofMaryland,Baltimore County) for taking the time to provide me with detailed comments basedon his experience using the first edition as a textbook. Thanks to Elisabeth Beller, theproduction editor and project manager for all of my Morgan Kaufmann Publisherbooks, for assembling yet another fine group of people who have the superb abilityto take my unattractive book drafts and make them look really good. And, as always,thanks tomy editor TimCox for his patience and help in producing yet another bookfor Morgan Kaufmann Publishers. ...

媒体评论回到顶部↑

“这是一部杰作,出自一位著名引擎开发人员之手。书中公开了大量的实战技术内幕。强烈推荐!”.
——Tim Sweeney,游戏开发大师,Unreal引擎之父,Epic公司创始人
“我相信,这部力作将成为游戏开发领域的圣经,它会大大提升游戏开发人员的整体水平。”...
——Andrea Pessino,《魔兽争霸3》核心开发人员

【插图】

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yzmck

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该会员在china-pub购买过此书 精彩书评
评价等级:  
发表于:2010-4-30 19:26:00
作者是理科生吧。
1.说是引擎设计,但ai,network等都没涉及进去,作者推说不是强项而没提及,这是蛮可惜的地方。
2.关于投影矩阵转换的由来,作者做为一个数学牛人,仍然没有把它讲透。至少他开了好头,读者无法回避这个问题。其实

图形编程中,象布告板,投影纹理,以及投影纹理延伸的技术(象光照贴图,shadow map),如果真正理解矩阵的由来的话,是

很容易理解的。
3.渲染核心,因为涉及版本过老,大多数人会直接去盾最新的代码实现,所以书中的目录很大程度上只是起到“地图”用用
4.动画,作者只是丢了几个公式;地形,作者让你去翻这本书的第一版。作者为什么这么做呢?因为他是高手,编程到了一

定境界,就会从本质上去看问题。象地形在他来看,可能就是分形技术的运用吧,而所谓的技术,无非是一些几何曲线性质运

用而已。后面大块内容,足矣说明这些问题。你掌握了后面几章的内容,再看相关技术文章,自然就轻松了。不知我说得对不

对。
5.后面几章讲object,stream等基类和应用层,这让我想到《深入解析mfc》,虽然行文不好,但还是感受到作者的诚意,作

者在第二版本的确更加关注对于架构层的理解。也难怪作者在后面提到,他相信读者看完他的书后,可以轻松整合其他模块。
6.shader编程,没什么好讲的,关键在于第2点讲到矩阵转换要搞清楚。然后了解光照模型的关系,象gouraud,phong,环境

贴图,光线追踪,辐射度算法等,嘛用的,基本就ok了。
总之,全文亮点,架构层面去看,是本好书,细节把握作者很差的。比如p236的19μ+9α+δ,按前面一页说得那个优化方

法,分明是18μ+9α+δ呀,结果一查,代码实际实现,跟书上讲得不一样。由于简化了编程,硬是多出了1μ.牛人兄,你至少

吱一声啊。要是不认真的人,还以为印刷错误呢。
还有一点,作者的水平的确上升到用数学去解释3d编程中运用的技术的程度。指明了一条成为高手的捷径--学好数学!唯

如此,自然可以不变应万变,最终达到将图形学上的一些专业论文当小说看的程度。
最后,优点也是这本书的缺点。当你觉得这本书不好,那么你应该回头看它的第一版。
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wangy123

专家级评论员
该会员在china-pub购买过此书
评价等级:  
发表于:2010-4-5 19:35:00
数学比较多,行文也不太明快。
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idayang

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该会员在china-pub购买过此书 精彩书评
评价等级:  
发表于:2010-2-15 2:00:00
这本书比较全面的讲述了和游戏渲染引擎相关的基础概念,方法以及主流技术。
作者是相当的不厌其烦的解释了很多细节。对于没有基础的读者来说是非常重要的,但是对于比较有经验的读者来说显的有些啰唆。

其中1-3章节属于是一些背景知识和基础概念的补习,在opengl的红宝书第七版可以找到更为翔实的参考内容。
第4章我认为是非常重要非常基础的一章,作者详细的解释了如何在空间一致性和渲染状态一致性之间取得妥协。以及为什么设计出场景图这样的数据结构,同时又细分了几何状态,和渲染状态。详细分解了关于各项异性变换的优化,以及包围体的扩展借口。根据包围体剪裁等等,都是后续各章的总起首式。渲染状态也同样做了详尽的分析(结合第三章)。

因为第四章如此的重要,目前我开始着手这章的翻译工作。


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leonardave
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该会员在china-pub购买过此书
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发表于:2009-8-20 13:25:00
书不错,刚看了几章,数学用得比较多,很详细。就是源代码找不到,网站打不开,可能要用代理吧。不知道那位大哥有源码,可否传一份
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crazycpp
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该会员在china-pub购买过此书
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发表于:2009-3-3 18:47:00
非常棒的书。
对了。对了,这本书的官方网站大陆无法访问,要去官网下代码的话,需要使用代理才能登录。
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