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Real-Time Visual Effects for Game Programming 2015 ed. [Hardback]

  • Formāts: Hardback, 227 pages, height x width: 235x155 mm, weight: 4853 g, 85 Illustrations, color; 81 Illustrations, black and white; XII, 227 p. 166 illus., 85 illus. in color., 1 Hardback
  • Sērija : Gaming Media and Social Effects
  • Izdošanas datums: 18-May-2015
  • Izdevniecība: Springer Verlag, Singapore
  • ISBN-10: 9812874860
  • ISBN-13: 9789812874863
  • Hardback
  • Cena: 91,53 €*
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  • Formāts: Hardback, 227 pages, height x width: 235x155 mm, weight: 4853 g, 85 Illustrations, color; 81 Illustrations, black and white; XII, 227 p. 166 illus., 85 illus. in color., 1 Hardback
  • Sērija : Gaming Media and Social Effects
  • Izdošanas datums: 18-May-2015
  • Izdevniecība: Springer Verlag, Singapore
  • ISBN-10: 9812874860
  • ISBN-13: 9789812874863
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.
1 Basic Concepts of Visual Effects 1(26)
1.1 Water
1(10)
1.1.1 Eulerian Method for Water and Bubbles
2(3)
1.1.2 Hybrid Method for Water and Bubbles
5(3)
1.1.3 High-Order Surface Tracking
8(1)
1.1.4 Miscible Multiphase Fluids
9(2)
1.2 Smoke
11(4)
1.2.1 Animating Smoke with Dynamic Balance
12(1)
1.2.2 Procedural Synthesis Using Vortex Particle Method
13(2)
1.3 Fire and Ice
15(2)
1.4 Fluid Interaction
17(8)
1.4.1 Coupling
18(1)
1.4.2 Controlling Fluid
19(3)
1.4.3 Target Driven Animation
22(3)
References
25(2)
2 Water and Bubbles 27(62)
2.1 Animation of Bubbles in Liquid
27(16)
2.1.1 Introduction
27(2)
2.1.2 Previous Work
29(2)
2.1.3 Overview
31(2)
2.1.4 Simulation of Multiphase Flows
33(6)
2.1.5 Visualization
39(1)
2.1.6 Results and Discussion
40(3)
2.1.7 Conclusion and Future Work
43(1)
2.2 Discontinuous Fluids
43(12)
2.2.1 Introduction
43(1)
2.2.2 Previous Work
44(2)
2.2.3 Overview of Navier Stokes Simulation
46(1)
2.2.4 Discontinuous Interfacial Dynamics
47(5)
2.2.5 Results
52(2)
2.2.6 Conclusion
54(1)
2.3 Bubbles Alive
55(7)
2.3.1 Introduction
55(1)
2.3.2 Previous Work
56(1)
2.3.3 A Hybrid Approach
56(2)
2.3.4 Bubbles
58(3)
2.3.5 Examples
61(1)
2.3.6 Conclusion
61(1)
2.4 Hybrid Simulation of Miscible Mixing with Viscous Fingering
62(13)
2.4.1 Introduction
62(1)
2.4.2 Related Work
63(1)
2.4.3 Modeling Miscible Fluids with Multiple Level-Sets
64(1)
2.4.4 Basic Fluids Simulation
65(2)
2.4.5 Viscous Fingering
67(1)
2.4.6 Chemical Mass Transfer
68(1)
2.4.7 Hybrid Method
69(4)
2.4.8 Results
73(1)
2.4.9 Conclusions
74(1)
2.5 Anisotropic Particle Level-Set Method for Multiphase Fluid
75(9)
2.5.1 Introduction
76(1)
2.5.2 Related Work
76(1)
2.5.3 Particle Level-Set Method (PLS)
77(1)
2.5.4 Anisotropic Particle Level-Set Method (APLS)
78(3)
2.5.5 Results
81(3)
2.5.6 Conclusion and Future Work
84(1)
References
84(5)
3 Smoke 89(22)
3.1 Animating Smoke with Dynamic Balance
89(11)
3.1.1 Introduction
89(2)
3.1.2 Related Work
91(1)
3.1.3 Computing Errors in the Advection Term
92(2)
3.1.4 Vortex Advection Based on Vorticity Confinement
94(2)
3.1.5 Implementation
96(1)
3.1.6 Results and Discussion
97(2)
3.1.7 Conclusion
99(1)
3.2 Procedural Synthesis Using Vortex Particle Method for Fluid Simulation
100(9)
3.2.1 Introduction
101(1)
3.2.2 Previous Work
102(1)
3.2.3 High-Resolution Fluid Synthesis
103(3)
3.2.4 Examples
106(2)
3.2.5 Conclusions and Future Work
108(1)
References
109(2)
4 Fire and Ice 111(52)
4.1 Shrinkage, Wrinkling, and Ablation of Burning Cloth and Paper
111(18)
4.1.1 Introduction
111(2)
4.1.2 Related Work
113(1)
4.1.3 The Shell Configuration
114(3)
4.1.4 Simulation Overview
117(1)
4.1.5 Heat Transfer
117(2)
4.1.6 Adjusting Target Lengths and Remeshing
119(2)
4.1.7 Shell Dynamics
121(4)
4.1.8 Results
125(4)
4.1.9 Conclusions
129(1)
4.2 Combustion Waves on the Point Set Surface
129(17)
4.2.1 Introduction
130(1)
4.2.2 Related Work
131(1)
4.2.3 Combustion Model
132(9)
4.2.4 Results
141(5)
4.2.5 Conclusion
146(1)
4.3 A Particle-Grid Method for Opaque Ice Formation
146(12)
4.3.1 Introduction
146(1)
4.3.2 Previous Work
147(1)
4.3.3 Overview
148(1)
4.3.4 Simulation of Freezing Ice
149(5)
4.3.5 Results and Discussion
154(4)
4.3.6 Conclusion and Future Work
158(1)
References
158(5)
5 Fluid Interaction 163(38)
5.1 Solid-Fluid Collision Detection
163(13)
5.1.1 Fast Coupling for Particle-Based Simulation with Motions
163(13)
5.2 Controlling Fluid Animation
176(22)
5.2.1 Interchangeable SPH and Level-Set Method in Multiple Fluids
176(7)
5.2.2 Simulation of Swirling Bubbly Water Using Bubble Particles
183(7)
5.2.3 Controlling Shapes of Air Bubbles in a Multiphase Fluid Simulation
190(8)
References
198(3)
6 Real-Time Visual Effects Programming 201(10)
6.1 GPU Programming: CUDA
201(3)
6.1.1 Introduction to CUDA
201(1)
6.1.2 Installation and Setup
202(2)
6.1.3 Structure of CUDA Functions
204(1)
6.2 Real-Time Fluid Programming
204(6)
6.2.1 Position-Based Fluid
204(1)
6.2.2 Data Structure for Vectors
205(1)
6.2.3 Hash Table
205(2)
6.2.4 Simulation Programming
207(2)
6.2.5 Visualization Programming
209(1)
References
210(1)
Appendix A: Data Structure for SDF 211(8)
Appendix B: Surface Tracking 219(4)
Appendix C: Rendering 223