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  <id>436110</id>
  <name><![CDATA[David H. Eberly]]></name>
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        <book>
  <id type="integer">1456461</id>
  <isbn>1558605932</isbn>
  <isbn13>9781558605930</isbn13>
  <text_reviews_count type="integer">1</text_reviews_count>
  <title>
    <![CDATA[3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology)]]>
  </title>
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  <link>http://www.goodreads.com/book/show/1456461.3D_Game_Engine_Design_A_Practical_Approach_to_Real_Time_Computer_Graphics</link>
  <average_rating>3.29</average_rating>
  <ratings_count>7</ratings_count>
  <description>
    <![CDATA[Aimed at the working Visual C++ game developer, <em>3D Game Engine  Design</em> provides a tour of mathematical techniques for 3-D graphics, and the  source code that's used to implement them in state-of-the-art video game  engines. If you work in the game industry (or would like to), this book will  serve you well, because it delivers excellent best practices for algorithms and  programming techniques that'll help your software keep up with the  competition.<p>  This text is a virtual encyclopedia of expertise that's based on the author's  own work and research in the gaming industry. It provides the mathematical  notation, algorithms, and C++ code (on the accompanying CD-ROM) that are needed  to build fast and maintainable game engines. Early sections start with the  basics, with the math that's used to work with common 3-D objects (like spheres  and boxes). Highlights include a high-powered review of quaternion algebra--in  many cases, the preferred way to transform 3-D data.<p>  The chapters on graphics pipelines explain the math that's behind representing  and rendering a 3-D world in 2-D with intervening effects like lighting and  texture mapping. A variety of current algorithms are provided for representing  3-D scenes, efficient <em>picking</em> (which allows a programmer to determine the  object in a 3-D world that has been selected), and <em>collision detection</em>  (in which objects collide virtually). In the game software of today, curves--and  not individual triangles or polygons--often are used to represent 3-D objects.  Algorithms that are used to turn curves into rendered surfaces are provided,  too.<p>  Later sections look at the current thinking about animation techniques for  characters (including <em>key frames</em>, <em>inverse kinematics</em>, and  <em>skinning</em> (in which digital skin is fitted over digital bone to create  more realistic-looking movement)). How to represent terrain inside virtual  worlds also is explained. The book closes with excellent material on such  cutting-edge special effects as lens flare and projected shadows, which can add  an extra level of realism to a video game. An appendix examines guidelines for  designing object-oriented game software in C++.<p>  Filled with mathematical insight and expert code that puts each principle or  algorithm to work, <em>3D Game Engine Design</em> provides an expert view of what  goes into building a state-of-the-art game engine. <em>--Richard Dragan</em><p>  <strong>Topics covered:</strong> &lt;ul&gt;&lt;li&gt;Mathematical methods and sample source code for  3-D game development &lt;li&gt;Geometrical transformations &lt;li&gt;Coordinate systems  &lt;li&gt;Quaternions &lt;li&gt;Euler angles &lt;li&gt;Standard 3-D objects: spheres, oriented  boxes, capsules, lozenges, cylinders, ellipsoids &lt;li&gt;Distance methods for a  variety of shapes &lt;li&gt;Introduction to the graphics pipeline &lt;li&gt;Model and world  coordinates &lt;li&gt;Projecting perspective &lt;li&gt;Camera models &lt;li&gt;Culling techniques  &lt;li&gt;Surface and vertex attributes &lt;li&gt;Rasterizing &lt;li&gt;Efficiency issues for  clipping and lighting &lt;li&gt;Hierarchical scene representation, using trees and  scene graphs &lt;li&gt;<em>Picking</em> algorithms for a variety of 3-D shapes  &lt;li&gt;Collision detection for static and dynamic graphical objects &lt;li&gt;Oriented  bounding-box (OBB) trees &lt;li&gt;Basics of curves and special curves (including  Bezier curves and various splines) &lt;li&gt;Curves (generating surfaces from curves  by using different techniques) &lt;li&gt;Character animation, using keyframe animation  and inverse kinematics &lt;li&gt;<em>Skinning</em> &lt;li&gt;Geometrical level of detail  considerations &lt;li&gt;Techniques for generating game terrain &lt;li&gt;Spatial sorting  and binary space partitioning (BSP) &lt;li&gt;Special effects: lens flare, bump  mapping, volumetric fogging, projected light and shadows, particle systems,  morphing techniques &lt;li&gt;C++ language features for effective object-oriented  design &lt;li&gt;Reference to the numerical methods required for game mathematics</p></p></p></p></p>]]>
  </description>
<authors>
    <author>
    <id>436110</id>
        <name><![CDATA[David H. Eberly]]></name>
    <image_url><![CDATA[http://www.goodreads.com/images/nophoto/nophoto-U-200x266.jpg]]></image_url>
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    <link><![CDATA[http://www.goodreads.com/author/show/436110.David_H_Eberly]]></link>
    <average_rating>3.42</average_rating>
    <ratings_count>19</ratings_count>
    <text_reviews_count>2</text_reviews_count>
  </author>
  </authors>  <published>2000</published>
</book>

        <book>
  <id type="integer">957887</id>
  <isbn>1558605940</isbn>
  <isbn13>9781558605947</isbn13>
  <text_reviews_count type="integer">0</text_reviews_count>
  <title>
    <![CDATA[Geometric Tools for Computer Graphics]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1179801211m/957887.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1179801211s/957887.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/957887.Geometric_Tools_for_Computer_Graphics</link>
  <average_rating>3.75</average_rating>
  <ratings_count>4</ratings_count>
  <description>
    <![CDATA[Reinventing the wheel is a terrible waste of time, yet legions of computer programmers do exactly that every day. <em>Geometric Tools for Computer Graphics</em> gives the working graphics programmer a vast collection of programming examples, complex code snippets explained and ready to use. Each chapter is filled with more than just code examples--the explanations needed to understand why these examples work the way they do are given by authors with experience both in writing and in the field.<p>There is nothing here for the casual graphics programmer and everything for the serious 2-D and 3-D programmer. Thirteen chapters, three appendices, and a three-column index that spans over 30 pages cover everything about computer-graphic geometry, from the basics of using matrices and linear systems to intersecting 3-D objects.<p>The appendices alone are worth the price: &quot;Numerical Methods,&quot; &quot;Trigonometry,&quot; and &quot;Basic Formulas for Geometric Primitives&quot; are treasures filled with hard-core examples of the kind that can be put to use right out of the box. Less experienced programmers will find these to be invaluable references, but then there's the rest of the book--nearly 1,000 pages loaded with examples and theory, page after page of information written in a clear, concise voice.<p>Any hard-core graphics programmer will appreciate the value of the examples presented here, as well as the discussion of theory. After all, there's no need to waste time experimenting with code once the theory is known. <em>Geometric Tools</em> represents the best of both worlds: discussion of theory and code examples built on and culled from years of experience. <em>--Mike Caputo</em></p></p></p>]]>
  </description>
<authors>
    <author>
    <id>485366</id>
        <name><![CDATA[Philip Schneider]]></name>
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    <link><![CDATA[http://www.goodreads.com/author/show/485366.Philip_Schneider]]></link>
    <average_rating>3.75</average_rating>
    <ratings_count>4</ratings_count>
    <text_reviews_count>0</text_reviews_count>
  </author>
    <author>
    <id>436110</id>
        <name><![CDATA[David H. Eberly]]></name>
    <image_url><![CDATA[http://www.goodreads.com/images/nophoto/nophoto-U-200x266.jpg]]></image_url>
    <small_image_url><![CDATA[http://www.goodreads.com/images/nophoto/nophoto-U-50x66.jpg]]></small_image_url>
    <link><![CDATA[http://www.goodreads.com/author/show/436110.David_H_Eberly]]></link>
    <average_rating>3.42</average_rating>
    <ratings_count>19</ratings_count>
    <text_reviews_count>2</text_reviews_count>
  </author>
  </authors>  <published>2002</published>
</book>

        <book>
  <id type="integer">1086297</id>
  <isbn>1558607404</isbn>
  <isbn13>9781558607408</isbn13>
  <text_reviews_count type="integer">1</text_reviews_count>
  <title>
    <![CDATA[Game Physics (Interactive 3d Technology Series)]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1180873418m/1086297.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1180873418s/1086297.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/1086297.Game_Physics</link>
  <average_rating>3.25</average_rating>
  <ratings_count>4</ratings_count>
  <description>
    <![CDATA[<strong>Game Physics</strong> is an introduction to the ideas and techniques needed to create physically realistic 3D graphic environments. As a companion volume to Dave Eberly's industry standard <strong>3D Game Engine Design</strong>, <strong>Game Physics</strong> shares a similar practical approach and format. Dave includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations. This book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body dynamics, impulse methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and Verlet integration methods. Dave even describes when real physics isn't necessaryand hacked physics will do.<br/><br/>*CD-ROM with extensive C++ source code that supports physical simulation. Operating Systems and compilers that are supported: Windows 2000/XP (Visual C++ versions 6, 7.0, and 7.1), Linux (g++ 3.x), Macintosh OS 10.3 (Xcode, CodeWarrior 9), SGI IRIX (Mips Pro 7.x), HP-UX (aCC), and Sun Solaris (g++ 3.x). The source is compatible with many game enginesincluding the Wild Magic engine, for which the complete source code is included.<br/>*Contains sample applications for shader programs (OpenGL and DirectX), including deformation by vertex displacement, skin and bones for smooth object animation, rippling ocean waves with realistic lighting, refraction effects, Fresnel reflectance, and iridescence.<br/>*Covers special topics not found elsewhere, such as linear complementarity problems and Lagrangian dynamics.<br/>*Includes exercises for instructional use and a review of essential mathematics.]]>
  </description>
<authors>
    <author>
    <id>436110</id>
        <name><![CDATA[David H. Eberly]]></name>
    <image_url><![CDATA[http://www.goodreads.com/images/nophoto/nophoto-U-200x266.jpg]]></image_url>
    <small_image_url><![CDATA[http://www.goodreads.com/images/nophoto/nophoto-U-50x66.jpg]]></small_image_url>
    <link><![CDATA[http://www.goodreads.com/author/show/436110.David_H_Eberly]]></link>
    <average_rating>3.42</average_rating>
    <ratings_count>19</ratings_count>
    <text_reviews_count>2</text_reviews_count>
  </author>
  </authors>  <published>2003</published>
</book>

        <book>
  <id type="integer">949678</id>
  <isbn>012229064X</isbn>
  <isbn13>9780122290640</isbn13>
  <text_reviews_count type="integer">0</text_reviews_count>
  <title>
    <![CDATA[3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3D Technology)]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1179727407m/949678.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1179727407s/949678.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/949678.3D_Game_Engine_Architecture_Engineering_Real_Time_Applications_with_Wild_Magic</link>
  <average_rating>3.50</average_rating>
  <ratings_count>2</ratings_count>
  <description>
    <![CDATA[Dave Eberly's <strong>3D Game Engine Design</strong> was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development. Dave's new book <strong>3D Game Engine Architecture</strong> continues the tradition with a comprehensive look at the software engineering and programming of 3D engines. This book is a complete guide to the engineering process, starting with a walk-through of the graphics pipeline showing how to construct the core elements of 3D systems, including data structures, the math system, and the object system. Dave explains how to manage data with scene graphs, how to build rendering and camera systems, and how to handle level of detail, terrain, and animation. Advanced rendering effects such as vertex and pixel shaders are also covered as well as collision detection and physics systems. The book concludes with a discussion of application design, development tools, and coding standards for the source code of the new version of the Wild Magic engine included on the CD-ROM. Wild Magic is a commercial-quality game engine used by many companies and is a unique resource for the game development community.<br/><br/>*CD-ROM with the complete C++ source code for Wild Magic version 3, a commercial-quality game engine for Windows, Linux, and OS X.<br/>*A comprehensive, practical guide to all the steps necessary to build professional-quality real-time simulations with just minimal mathematics required.<br/>*Emphasizes the application of software engineering principles and describes the architecture of large libraries.]]>
  </description>
<authors>
    <author>
    <id>436110</id>
        <name><![CDATA[David H. Eberly]]></name>
    <image_url><![CDATA[http://www.goodreads.com/images/nophoto/nophoto-U-200x266.jpg]]></image_url>
    <small_image_url><![CDATA[http://www.goodreads.com/images/nophoto/nophoto-U-50x66.jpg]]></small_image_url>
    <link><![CDATA[http://www.goodreads.com/author/show/436110.David_H_Eberly]]></link>
    <average_rating>3.42</average_rating>
    <ratings_count>19</ratings_count>
    <text_reviews_count>2</text_reviews_count>
  </author>
  </authors>  <published>2004</published>
</book>

        <book>
  <id type="integer">839669</id>
  <isbn>0122290631</isbn>
  <isbn13>9780122290633</isbn13>
  <text_reviews_count type="integer">0</text_reviews_count>
  <title>
    <![CDATA[3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology)]]>
  </title>
  <image_url>http://photo.goodreads.com/books/1178813748m/839669.jpg</image_url>
  <small_image_url>http://photo.goodreads.com/books/1178813748s/839669.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/839669.3D_Game_Engine_Design_Second_Edition_A_Practical_Approach_to_Real_Time_Computer_Graphics</link>
  <average_rating>3.50</average_rating>
  <ratings_count>2</ratings_count>
  <description>
    <![CDATA[Aimed at the working Visual C++ game developer, <em>3D Game Engine  Design</em> provides a tour of mathematical techniques for 3-D graphics, and the  source code that's used to implement them in state-of-the-art video game  engines. If you work in the game industry (or would like to), this book will  serve you well, because it delivers excellent best practices for algorithms and  programming techniques that'll help your software keep up with the  competition.<p>  This text is a virtual encyclopedia of expertise that's based on the author's  own work and research in the gaming industry. It provides the mathematical  notation, algorithms, and C++ code (on the accompanying CD-ROM) that are needed  to build fast and maintainable game engines. Early sections start with the  basics, with the math that's used to work with common 3-D objects (like spheres  and boxes). Highlights include a high-powered review of quaternion algebra--in  many cases, the preferred way to transform 3-D data.<p>  The chapters on graphics pipelines explain the math that's behind representing  and rendering a 3-D world in 2-D with intervening effects like lighting and  texture mapping. A variety of current algorithms are provided for representing  3-D scenes, efficient <em>picking</em> (which allows a programmer to determine the  object in a 3-D world that has been selected), and <em>collision detection</em>  (in which objects collide virtually). In the game software of today, curves--and  not individual triangles or polygons--often are used to represent 3-D objects.  Algorithms that are used to turn curves into rendered surfaces are provided,  too.<p>  Later sections look at the current thinking about animation techniques for  characters (including <em>key frames</em>, <em>inverse kinematics</em>, and  <em>skinning</em> (in which digital skin is fitted over digital bone to create  more realistic-looking movement)). How to represent terrain inside virtual  worlds also is explained. The book closes with excellent material on such  cutting-edge special effects as lens flare and projected shadows, which can add  an extra level of realism to a video game. An appendix examines guidelines for  designing object-oriented game software in C++.<p>  Filled with mathematical insight and expert code that puts each principle or  algorithm to work, <em>3D Game Engine Design</em> provides an expert view of what  goes into building a state-of-the-art game engine. <em>--Richard Dragan</em><p>  <strong>Topics covered:</strong> &lt;ul&gt;&lt;li&gt;Mathematical methods and sample source code for  3-D game development &lt;li&gt;Geometrical transformations &lt;li&gt;Coordinate systems  &lt;li&gt;Quaternions &lt;li&gt;Euler angles &lt;li&gt;Standard 3-D objects: spheres, oriented  boxes, capsules, lozenges, cylinders, ellipsoids &lt;li&gt;Distance methods for a  variety of shapes &lt;li&gt;Introduction to the graphics pipeline &lt;li&gt;Model and world  coordinates &lt;li&gt;Projecting perspective &lt;li&gt;Camera models &lt;li&gt;Culling techniques  &lt;li&gt;Surface and vertex attributes &lt;li&gt;Rasterizing &lt;li&gt;Efficiency issues for  clipping and lighting &lt;li&gt;Hierarchical scene representation, using trees and  scene graphs &lt;li&gt;<em>Picking</em> algorithms for a variety of 3-D shapes  &lt;li&gt;Collision detection for static and dynamic graphical objects &lt;li&gt;Oriented  bounding-box (OBB) trees &lt;li&gt;Basics of curves and special curves (including  Bezier curves and various splines) &lt;li&gt;Curves (generating surfaces from curves  by using different techniques) &lt;li&gt;Character animation, using keyframe animation  and inverse kinematics &lt;li&gt;<em>Skinning</em> &lt;li&gt;Geometrical level of detail  considerations &lt;li&gt;Techniques for generating game terrain &lt;li&gt;Spatial sorting  and binary space partitioning (BSP) &lt;li&gt;Special effects: lens flare, bump  mapping, volumetric fogging, projected light and shadows, particle systems,  morphing techniques &lt;li&gt;C++ language features for effective object-oriented  design &lt;li&gt;Reference to the numerical methods required for game mathematics</p></p></p></p></p>]]>
  </description>
<authors>
    <author>
    <id>436110</id>
        <name><![CDATA[David H. Eberly]]></name>
    <image_url><![CDATA[http://www.goodreads.com/images/nophoto/nophoto-U-200x266.jpg]]></image_url>
    <small_image_url><![CDATA[http://www.goodreads.com/images/nophoto/nophoto-U-50x66.jpg]]></small_image_url>
    <link><![CDATA[http://www.goodreads.com/author/show/436110.David_H_Eberly]]></link>
    <average_rating>3.42</average_rating>
    <ratings_count>19</ratings_count>
    <text_reviews_count>2</text_reviews_count>
  </author>
  </authors>  <published>2006</published>
</book>

        <book>
  <id type="integer">7338705</id>
  <isbn>0123749034</isbn>
  <isbn13>9780123749031</isbn13>
  <text_reviews_count type="integer">0</text_reviews_count>
  <title>
    <![CDATA[Game Physics, Second Edition]]>
  </title>
  <image_url>http://www.goodreads.com/images/nocover-111x148.jpg</image_url>
  <small_image_url>http://www.goodreads.com/images/nocover-60x80.jpg</small_image_url>
  <link>http://www.goodreads.com/book/show/7338705-game-physics-second-edition</link>
  <average_rating>0.0</average_rating>
  <ratings_count>0</ratings_count>
  <description>
    <![CDATA[&quot;Game Physics, 2nd Edition&quot; provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus.  Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to &quot;Game Physics&quot;, all this information is now available in a single, easily accessible volume. <br/><br/>The new 2nd edition is the much-anticipated update that incorporates new info on how to implement a classic rigid-body physics engine, as well as new coverage of ragdoll physics, PLUS a new chapter on Physics Luminaries and their contributions (Ronald Fedkiw, Jos Stam, and James O'Brien).  <br/><br/>The CD will contain Wild Magic 5, a large software package for graphics, physics, and related topics.  Also, Eberly's associated web site will support the book and CD: www.geometrictools.com.                                       <br/><br/>--Much-anticipated 2nd edition offers valuable new applications of particle systems, fluids, and gases. <br/>--CD with Wild Magic physics engine, C++ source code that supports the simulations in the book, plus sample apps, and exercises.<br/>--Books tackles the complex, challenging issues that other books avoid - and provides a solid, comprehensive math resource for game developers.<br/>]]>
  </description>
<authors>
    <author>
    <id>436110</id>
        <name><![CDATA[David H. Eberly]]></name>
    <image_url><![CDATA[http://www.goodreads.com/images/nophoto/nophoto-U-200x266.jpg]]></image_url>
    <small_image_url><![CDATA[http://www.goodreads.com/images/nophoto/nophoto-U-50x66.jpg]]></small_image_url>
    <link><![CDATA[http://www.goodreads.com/author/show/436110.David_H_Eberly]]></link>
    <average_rating>3.42</average_rating>
    <ratings_count>19</ratings_count>
    <text_reviews_count>2</text_reviews_count>
  </author>
  </authors>  <published>2010</published>
</book>

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