LEADER 03788nam 22007815 450 001 9910299830403321 005 20200706044105.0 010 $a981-287-487-9 024 7 $a10.1007/978-981-287-487-0 035 $a(CKB)3710000000404206 035 $a(EBL)2095944 035 $a(SSID)ssj0001501262 035 $a(PQKBManifestationID)11896713 035 $a(PQKBTitleCode)TC0001501262 035 $a(PQKBWorkID)11524803 035 $a(PQKB)11361081 035 $a(DE-He213)978-981-287-487-0 035 $a(MiAaPQ)EBC2095944 035 $a(PPN)185488145 035 $a(EXLCZ)993710000000404206 100 $a20150430d2015 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aReal-Time Visual Effects for Game Programming /$fby Chang-Hun Kim, Sun-Jeong Kim, Soo-Kyun Kim, Shin-Jin Kang 205 $a1st ed. 2015. 210 1$aSingapore :$cSpringer Singapore :$cImprint: Springer,$d2015. 215 $a1 online resource (238 p.) 225 1 $aGaming Media and Social Effects,$x2197-9685 300 $aDescription based upon print version of record. 311 $a981-287-486-0 320 $aIncludes bibliographical references. 327 $aBasic Concepts of Visual Effects -- Water and Bubbles -- Smoke -- Fire and Ice -- Fluid Interaction -- Real-Time Visual Effects Programming. 330 $aThis book introduces the latest visual effects (VFX) techniques that can be applied to game programming. The usefulness of the physicality-based VFX techniques, such as water, fire, smoke, and wind, has been proven through active involvement and utilization in movies and images. However, they have yet to be extensively applied in the game industry, due to the high technical barriers. Readers of this book can learn not only the theories about the latest VFX techniques, but also the methodology of game programming, step by step. The practical VFX processing techniques introduced in this book will provide very helpful information to game programmers. Due to the lack of instructional books about VFX-related game programming, the demand for knowledge regarding these high-tech VFXs might be very high. 410 0$aGaming Media and Social Effects,$x2197-9685 606 $aComputational intelligence 606 $aComputer programming 606 $aMathematics 606 $aVisualization 606 $aPhysics 606 $aComputational Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/T11014 606 $aProgramming Techniques$3https://scigraph.springernature.com/ontologies/product-market-codes/I14010 606 $aVisualization$3https://scigraph.springernature.com/ontologies/product-market-codes/M14034 606 $aMathematical Methods in Physics$3https://scigraph.springernature.com/ontologies/product-market-codes/P19013 615 0$aComputational intelligence. 615 0$aComputer programming. 615 0$aMathematics. 615 0$aVisualization. 615 0$aPhysics. 615 14$aComputational Intelligence. 615 24$aProgramming Techniques. 615 24$aVisualization. 615 24$aMathematical Methods in Physics. 676 $a004 676 $a005.11 676 $a006.3 676 $a530.15 676 $a620 700 $aKim$b Chang-Hun$4aut$4http://id.loc.gov/vocabulary/relators/aut$01062399 702 $aKim$b Sun-Jeong$4aut$4http://id.loc.gov/vocabulary/relators/aut 702 $aKim$b Soo-Kyun$4aut$4http://id.loc.gov/vocabulary/relators/aut 702 $aKang$b Shin-Jin$4aut$4http://id.loc.gov/vocabulary/relators/aut 906 $aBOOK 912 $a9910299830403321 996 $aReal-Time Visual Effects for Game Programming$92525402 997 $aUNINA