An introduction to splines for use in computer graphics & geometric modeling
An introduction to splines for use in computer graphics & geometric modeling
Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Graphics gems IV
Fast construction of accurate quaternion splines
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Jim Blinn's corner: a trip down the graphics pipeline
Jim Blinn's corner: a trip down the graphics pipeline
Andrew Glassner's notebook: recreational computer graphics
Andrew Glassner's notebook: recreational computer graphics
Math toolkit for real-time programming
Math toolkit for real-time programming
Curves and surfaces for CAGD: a practical guide
Curves and surfaces for CAGD: a practical guide
Andrew Glassner's Other Notebook: Further Recreations in Computer Graphics
Andrew Glassner's Other Notebook: Further Recreations in Computer Graphics
Principles of Digital Image Synthesis
Principles of Digital Image Synthesis
Introduction to Implicit Surfaces
Introduction to Implicit Surfaces
Real-Time Rendering
Digital Video and HDTV Algorithms and Interfaces
Digital Video and HDTV Algorithms and Interfaces
VR '99 Proceedings of the IEEE Virtual Reality
The Video GameTheory Reader
Geometric Tools for Computer Graphics
Geometric Tools for Computer Graphics
Collision Detection
Game Physics
Chris Crawford on Game Design
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
Real-Time Cinematography for Games (Game Development Series)
Real-Time Cinematography for Games (Game Development Series)
Essential Mathematics for Games and Interactive Applications: A Programmer's Guide
Essential Mathematics for Games and Interactive Applications: A Programmer's Guide
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
OSCAM - optimized stereoscopic camera control for interactive 3D
Proceedings of the 2011 SIGGRAPH Asia Conference
Hi-index | 0.00 |
The control of cameras is as important in games as it is in cinema. How the camera tracks and moves determines our point of view and influences our attitude towards the content. A poorly designed camera system in a game can disrupt a users experience, while a well-designed one can make a good game into a great one. The challenge in games is that the camera must respond to unscripted events, and this is where much of the difficulty of designing real-time camera systems arises. The increasing use of motion in virtual environments, marked by the inclusion of physics modeling and complex collision detection systems, means that camera systems must be even more effective to keep up. Real-Time Cameras is written by an experienced game developer who has written camera control systems for award-winning games such as Metroid Prime. Mark Haigh-Hutchinson discusses the key algorithms for camera control and then shows how to implement them in code. This book is written for game developers and designers, although it is also pertinent to other professionals in the interactive media field. Real-Time Cameras presents a practical approach to camera systems, introducing their theory, design, and implementation.* The first book on this critical and often poorly understood aspect of game development* Includes analysis of camera and control systems from existing games along with practical implementation advice* Discusses the key algorithms with pseudo code examples, and includes movies demonstrating camera technique on the companion CD-ROM