Real-Time Visual Effects for Game Programming

Nonfiction, Computers, Advanced Computing, Artificial Intelligence, General Computing, Programming
Cover of the book Real-Time Visual Effects for Game Programming by Chang-Hun Kim, Sun-Jeong Kim, Soo-Kyun Kim, Shin-Jin Kang, Springer Singapore
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Author: Chang-Hun Kim, Sun-Jeong Kim, Soo-Kyun Kim, Shin-Jin Kang ISBN: 9789812874870
Publisher: Springer Singapore Publication: April 30, 2015
Imprint: Springer Language: English
Author: Chang-Hun Kim, Sun-Jeong Kim, Soo-Kyun Kim, Shin-Jin Kang
ISBN: 9789812874870
Publisher: Springer Singapore
Publication: April 30, 2015
Imprint: Springer
Language: English

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.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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.

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