The Latest Books on
Game Development and Graphics from
CRC Press
www.crcpress.com
CRC Press
Taylor & Francis Group
Table of Contents Game Design and Programming.................................... 3 Computer Graphics........................................................ 8
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Game Design and Programming Secure Development for Mobile Apps
C# Game Programming Cookbook for Unity 3D
How to Design and Code Secure Mobile Applications with PHP and JavaScript
Jeff W. Murray
J.D. Glaser
Giving readers a solid foundation in game development, this book presents a highly flexible core framework to create just about any type of game by plugging in different script components. The first ten chapters set up the flexible, reusable framework based in C# and suitable for all game types. The remainder of the text adds game-specific code to the framework to create four example games. The Unity example files are available for download on the book’s CRC Press web page.
Although there are many books that address security issues, most do not explain how to incorporate security into the building process. This book does exactly that. It supplies step-by-step guidance on how to integrate security measures into social applications running on mobile platforms. It explains how to design and code applications with security as part of the process and not an afterthought. The author outlines best practices to help readers build better, more secure software. Print ISBN: 978-1-4822-0903-7 September 2014, 7 x 10, 480 pp., Soft Cover Suggested Price: $59.95 / £38.99
Psychic Parrot Games, Ottawa, Ontario, Canada
Print ISBN: 978-1-4665-8140-1 July 2014, 7-1/2 x 9-1/4, 458 pp., Soft Cover Suggested Price: $59.95 / £38.99
Learning C# Programming with Unity 3D
An Architectural Approach to Level Design
Alex Okita
Christopher W. Totten
Float Hybrid Entertainment, San Francisco, California, USA
George Mason University, Fairfax, Virginia, USA
Ideal for game programmers with no prior experience with programming languages, this book covers the basics of programming and explains how C# is used to make a game in Unity3D. Interactive examples give C# code meaning. As more complex aspects of C# are explained, the interactivity of example games gains depth. The book teaches common programming tasks by way of making a game. This leads to readers understanding how to read and apply C# in Unity3D and apply that knowledge to other development environments that use C#.
This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory.
Print ISBN: 978-1-4665-8652-9 August 2014, 7-1/2 x 9-1/4, 702 pp., Soft Cover Suggested Price: $49.95 / £31.99
Print ISBN: 978-1-4665-8541-6 June 2014, 6-1/8 x 9-1/4, 469 pp., Soft Cover Suggested Price: $59.95 / £38.99
Game Engine Architecture
Learn to Play
Second Edition
Designing Tutorials for Video Games
Jason Gregory
Matthew M. White
Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. A new chapter on audio technology discusses the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine. Along with many updated sections, this edition also addresses the latest variant of the C++ programming language and the architecture of the Xbox One and PlayStation 4. Print ISBN: 978-1-4665-6001-7 July 2014, 7-1/2 x 9-1/4, 1040 pp. Suggested Price: $69.95 / £47.99
The Pennsylvania State University, The Behrend College, Erie, USA
This book shows how to embed a tutorial directly into game design mechanics so that games naturally and comfortably teach players to have fun. It links game design principles with psychology through the game tutorial and offers easy-to-implement changes that can make a huge difference in how players receive games. It explains how to educate new players and engage experienced players at the same time through a combination of good design and basic understanding of human educational, motivational, and cognitive psychologies. Print ISBN: 978-1-4822-2019-3 eBook ISBN: 978-1-4822-2021-6 June 2014, 6-1/8 x 9-1/4, 171 pp., Soft Cover Suggested Price: $59.95 / £38.99
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Game Design and Programming Virtual World Design Ann Latham Cudworth Harrisburg University, Pennsylvania, USA
This book illustrates how the intertwining disciplines of 2D graphics, 3D models, lighting, sound, and storytelling come together by design in the creation of an accessible virtual environment for teaching, research, and entertainment. With 200 illustrations and 12 step-by-step projects, the book delivers hours of creative challenges for people working in public virtual worlds or on private grids. Using the modular components available for download on the author’s website, readers learn by building such things as a virtual classroom, an “all-access” terrain, and a sound-based game. Print ISBN: 978-1-4665-7961-3 July 2014, 7-1/2 x 9-1/4, 405 pp., Soft Cover Suggested Price: $49.95 / £31.99
HTML5 Game Development from the Ground Up with Construct 2 Roberto Dillon James Cook University, Singapore
Integrating hands-on guidance with theoretical game design concepts, this book gives readers a solid foundation in game development. Suitable for beginners, hobbyists, and aspiring indie developers, the book shows how to use the sophisticated yet user-friendly HTML5-based game engine Construct 2 to develop and release polished, two-dimensional games on a multitude of different platforms. It also covers the foundational knowledge of game analysis and design. Sample Construct 2 project files for the games designed in the book are available on the author’s website. Print ISBN: 978-1-4822-1661-5 eBook ISBN: 978-1-4822-1662-2 March 2014, 6-1/8 x 9-1/4, 266 pp., Soft Cover Suggested Price: $49.95 / £31.99
Game Magic
Game Design Workshop
A Designer’s Guide to Magic Systems in Theory and Practice
A Playcentric Approach to Creating Innovative Games, Third Edition
Jeff Howard
Tracy Fullerton
Dakota State University, Madison, USA
University of Southern California, Los Angeles, USA
This book explains how to construct magic systems and presents a compendium of arcane lore. Showing readers how to weave compelling magic into your games, the book is interspersed with examples that illustrate how to design and program magic systems. It explains how to set up tables of correspondences and spell components as well as how to write programming code integrating these components as part of game mechanics. It also shows how to divide a simulated world into domains of influence and how to use specific rule systems to simulate powers within these realms.
Since the publication of the second edition, many changes have occurred in the games industry, from an increase in multitouch screen platforms to a rise in smaller teams and development companies and more independent designers. This third edition expands discussions of new platforms, genres of play, and processes, such as agile development (SCRUM). This edition emphasizes how to work with analytics to improve game play experience and the commercial viability of games. It also includes interviews with a number of independent designers.
Print ISBN: 978-1-4665-6785-6 eBook ISBN: 978-1-4665-6787-0 April 2014, 6-1/8 x 9-1/4, 376 pp., Soft Cover Suggested Price: $59.95 / £38.99
Print ISBN: 978-1-4822-1716-2 eBook ISBN: 978-1-4822-1717-9 March 2014, 7-1/2 x 9-1/4, 535 pp., Soft Cover Suggested Price: $59.95 / £38.99
HTML5 Game Engines
Mobile & Social Game Design
App Development and Distribution Dan Nagle
Monetization Methods and Mechanics, Second Edition
Senior Software Engineer, Southern Vision Systems
Tim Fields
This book presents an introduction to development with HTML5 game engines as well as an in-depth look at popular engines. Along with downloadable example projects for each engine, the book provides techniques for packaging and distributing the final app to all the major platforms. It covers the essentials of HTML5, shows how to create four specific games using four different game engines, and describes how several of these games are distributed on platforms, such as Apple’s App Store and Google Play.
Completely updated, this second edition explains how to use the interconnectedness of social networks to make “stickier,” more compelling games on all types of devices. Through the book’s many design and marketing techniques, strategies, and examples, readers will acquire a better understanding of the design and monetization mechanics of mobile and social games as well as working knowledge of industry practices and terminology. Each chapter includes an interview with industry leaders who share their insight on designing and producing games, analyzing metrics, and much more.
Print ISBN: 978-1-4665-9400-5 eBook ISBN: 978-1-4665-9401-2 April 2014, 6-1/8 x 9-1/4, 198 pp., Soft Cover Suggested Price: $49.95 / £31.99
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Print ISBN: 978-1-4665-9868-3 eBook ISBN: 978-1-4665-9869-0 January 2014, 7 x 10, 236 pp., Soft Cover Suggested Price: $49.95 / £31.99
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Game Design and Programming GPU Pro 5
GPU Pro 2
Advanced Rendering Techniques
Advanced Rendering Techniques
Edited by
Edited by
Wolfgang Engel
Wolfgang Engel
Confetti Special Effects
Confetti Special Effects
In color throughout, GPU Pro5 is the only book that incorporates contributions from more than 50 experts who cover the latest developments in graphics programming for games and movies. A high-quality collection of cuttingedge techniques for advanced GPU programming, the book presents ready-touse ideas and procedures that can help solve many daily graphics programming challenges. Example programs with source code are provided on the book’s CRC Press web page.
This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes techniques for handheld programming to reflect the increased importance of graphics on mobile devices. It covers geometry manipulation, effects in image space, shadows, 3D engine design, GPGPU, and graphics-related tools.
Print ISBN: 978-1-4822-0863-4 eBook ISBN: 978-1-4822-0864-1 May 2014, 7-1/2 x 9-1/4, 522 pp. Suggested Price: $79.95 / £49.99
Print ISBN: 978-1-56881-718-7 eBook ISBN: 978-1-4398-6560-6 February 2011, 7.25 x 9.25, 470 pp. Suggested Price: $75.95 / £55.99
GPU Pro 4
Textbook
Advanced Rendering Techniques
Learning Java Through Games
Edited by
Lubomir Stanchev
Wolfgang Engel
Indiana-Purdue Fort Wayne University, Indiana, USA
Confetti Special Effects
This text teaches students how to use the different features of the Java language as well as how to program. Suitable for self-study or as part of a two-course introduction to programming, the book covers as much material as possible from the latest Java standard while requiring no previous programming experience. Taking an application-motivated approach, the author presents an abundance of games and emphasizes good software practices. Java code and other materials are available on his website.
This color book presents ready-to-use ideas and procedures that can help solve many day-to-day graphics programming challenges. Focusing on interactive media and games, the book covers practical tips and tricks for creating real-time graphics. It explains how to render real-time special effects and visualize data on common consumer software platforms, such as PCs, video consoles, and mobile phones. Example programs and source code are available for download on the book’s CRC Press web page. Print ISBN: 978-1-4665-6743-6 eBook ISBN: 978-1-4665-6744-3 April 2013, 7-1/2 x 9-1/4, 382 pp. Suggested Price: $79.95 / £49.99
Print ISBN: 978-1-4665-9331-2 eBook ISBN: 978-1-4665-9333-6 November 2013, 7 x 10, 386 pp., Soft Cover Suggested Price: $79.95 / £49.99
GPU Pro 3
Game AI Pro
Advanced Rendering Techniques Edited by
Collected Wisdom of Game AI Professionals
Wolfgang Engel
Edited by
Confetti Special Effects
Steven Rabin
This book explores developments in advanced rendering techniques in interactive media and games that run on the DirectX or OpenGL run-times or any other run-time with any language available. It covers geometry manipulation, handheld devices programming, effects in image space, shadows, 3D engine design, and environmental effects. A dedicated section on general purpose GPU programming focuses on CUDA, DirectCompute, and OpenCL examples.
Bothell, Washington, USA
Print ISBN: 978-1-4398-8782-0 eBook ISBN: 978-1-4398-8794-3 February 2012, 7-1/2 x 9-1/4, 408 pp. Suggested Price: $73.95 / £46.99
This volume covers both the art and the technology of game AI. It includes core algorithms necessary for success, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques that will truly bring games to life, including perception systems, social modeling, smart camera systems, player prediction, and even an AI sound designer. Throughout, the book discusses the optimizations and performance enhancements that enable games to run while maintaining 60 frames per second. Print ISBN: 978-1-4665-6596-8 September 2013, 7-1/2 x 9-1/4, 598 pp. Suggested Price: $79.95 / £49.99
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Game Design and Programming iOS Game Development Developing Games for iPad, iPhone, and iPod Touch
Introduction to Game Physics with Box2D Ian Parberry
Thomas Lucka
University of North Texas, Denton, USA
QIOO Interactive, Berlin, Germany
Offering a wealth of previously unpublished information about the iOS platform, this color book takes readers from the basics of app coding to releasing and marketing a game on the App Store. It focuses on the concrete requirements of game developers, presenting in-depth details on each step in the mobile game development process. By following the book’s clear descriptions and example programs, readers will understand how to implement the fundamentals in smaller game projects and be able to create their first game for the App Store.
This book helps readers become capable 2D game physics programmers through its relaxed and entertaining yet instructional presentation of both the theory and applications of 2D game physics. It explains how to program the physics used in 2D video games and covers the math required in game physics. A companion website provides source code, videos, and other material. After reading the book and experimenting with the code samples, readers will understand the basics of 2D game physics and know how to use Box2D to make a 2D physics-based game.
Print ISBN: 978-1-4665-6993-5 eBook ISBN: 978-1-4665-6995-9 September 2013, 7-1/2 x 9-1/4, 394 pp., Soft Cover Suggested Price: $49.95 / £31.99
Print ISBN: 978-1-4665-6576-0 eBook ISBN: 978-1-4665-6577-7 February 2013, 6 x 9, 275 pp., Soft Cover Suggested Price: $59.95 / £38.99
2D Graphics Programming for Games
Game Design Theory
John Pile, Jr.
A New Philosophy for Understanding Games
Champlain College, Burlington, Vermont, USA
Keith Burgun
Full of practical tools and tricks, this color book helps new programmers learn the concepts and techniques used to produce appealing 2D graphics. It starts with the basics, moves on to topics pertaining to motion and depth, and then describes advanced graphics. Code samples in the text and online allow readers to see a particular line of code in action or as it relates to the code around it. In addition, challenges and suggested projects encourage readers to work through problems, experiment with solutions, and tinker with code.
Dinofarm Games, Goldens Bridge, New York, USA
Print ISBN: 978-1-4665-0189-8 eBook ISBN: 978-1-4665-0190-4 May 2013, 7-1/2 x 9-1/4, 240 pp. Suggested Price: $49.95 / £31.99
Print ISBN: 978-1-4665-5420-7 eBook ISBN: 978-1-4665-5421-4 August 2012, 6 x 9, 188 pp., Soft Cover Suggested Price: $41.95 / £26.99
Honoring the Code
Game Development for iOS with Unity3D
Conversations with Great Game Designers
This work presents a bold new path for analyzing and designing games. The author offers a radical yet reasoned way of thinking about games and provides a holistic solution to understanding the difference between games and other types of interactive systems. He clearly details the definitions, concepts, and methods that form the fundamentals of this philosophy. He also uses the philosophy to analyze the history of games and modern trends as well as to design games.
Jeff W. Murray
Matt Barton
Psychic Parrot Games, Ottawa, Ontario, Canada
Saint Cloud State University, Minnesota, USA
This hands-on guide takes readers through the complete process of Unity iOS game development. A game developer for over 12 years, the author presents production-proven techniques and valuable tips and tricks needed to plan, build, test, and launch games for the iPhone, iPod, and iPad. He walks readers through all the necessary procedures, including how to publish games to the App Store. Full source files for two iOS-ready games are available on the book’s CRC Press web page.
If you want to be successful in any area of game development, you should know how standouts in the industry approach their work and address problems. In this book, 16 groundbreaking game developers share their stories and offer advice for anyone aspiring to a career in the games industry. Readers will learn from their triumphs and failures and see how they dealt with sweeping changes in technology, including critical paradigm shifts from CD-ROMs and 3D graphic cards to the Internet and mobile revolution. Print ISBN: 978-1-4665-6753-5 eBook ISBN: 978-1-4665-6755-9 March 2013, 7 x 10, 240 pp., Soft Cover Suggested Price: $39.95 / £25.99
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Print ISBN: 978-1-4398-9219-0 eBook ISBN: 978-1-4398-9220-6 July 2012, 7-1/2 x 9-1/4, 280 pp., Soft Cover Suggested Price: $52.95 / £33.99
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Game Design and Programming Textbook
Programming 2D Games Charles Kelly Most of today’s commercial games are written in C++ and are created using a game engine. Addressing both of these key elements, this text provides a complete, upto-date introduction to game programming. As game programming techniques are introduced, readers learn how to incorporate them into their own game engine and discover how to use the game engine to create a complete game. Every topic is explained theoretically and with working code examples. The example programs for each chapter are available online. A solutions manual is available upon qualifying course adoption. Print ISBN: 978-1-4665-0868-2 eBook ISBN: 978-1-4665-0872-9 June 2012, 7-1/2 x 9-1/4, 438 pp. Suggested Price: $62.95 / £40.99
Maya Python for Games and Film A Complete Reference for Maya Python and the Maya Python API Adam Mechtley and Ryan Trowbridge This book is among the first to provide an in-depth look at how to implement Python with Maya. It is an ideal resource for technical artists looking to boost productivity and enhance performance and interoperability. With this practical guide written by trusted authorities in the field, experienced technical artists will make the transition from the older MEL scripting language to Python and aspiring artists will save themselves time right from the beginning. Print ISBN: 978-0-12-378578-7 eBook ISBN: 978-0-12-378579-4 September 2011, 7-1/2 x 9-1/4, pp. Suggested Price: $65.95 / £40.99
Buttonless
Game Development Tools
Incredible iPhone and iPad Games and the Stories Behind Them
Edited by
Ryan Rigney RKR Freelance Writer, LLC, University, Mississippi, USA
If you own an iPhone, iPod, or iPad and are interested in gaming, then this book will be your absolute best resource. Written by an established video game journalist, the book presents some of the most interesting iPhone and iPad games, along with stories of the people behind these games. It describes hundreds of titles, including well-known games and hidden gems. An excellent resource for serious gamers, the book provides insight into the development of games for the iOS platform. Print ISBN: 978-1-4398-9585-6 eBook ISBN: 978-1-4398-9586-3 December 2011, 7-1/2 x 9-1/4, 244 pp., Soft Cover Suggested Price: $33.95 / £19.99
Marwan Ansari WMS Gaming, Plainfield, Illinois, USA
In this book, game professionals, DCC creators, hardware vendors, and researchers together focus on the most underrepresented and critical part of game production: tools development. The first gems-type book dedicated to game tools, this volume focuses on practical, implementable tools for game development professionals. Topics range from asset tracking to improving remote version control performance to robust and efficient IO. Technical artists as well as game play, audio, and graphics programmers will find new tools to improve work flow and help build games faster. Print ISBN: 978-1-56881-432-2 eBook ISBN: 978-1-4398-6772-3 May 2011, 7-1/2 x 9-1/4, 344 pp., Soft Cover Suggested Price: $55.95 / £35.99
3D Math Primer for Graphics and Game Development
250 Indie Games You Must Play
Second Edition
This guide presents 250 influential, fun, and often free indie video games. Whether you are a veteran of the indie game scene or have never played an indie game before, the book helps further your understanding of why indie games are so important in the entertainment industry. The games highlighted in the text encompass concepts and ideas that will change your perspective of what video games can be. Direct web links are provided so that users can play the games described.
Fletcher Dunn Valve Software
Ian Parberry University of North Texas, Denton, USA
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.
Mike Rose
Print ISBN: 978-1-4398-7574-2 eBook ISBN: 978-1-4398-7575-9 May 2011, 6 x 9, 280 pp., Soft Cover Suggested Price: $33.95 / £19.99
Print ISBN: 978-1-56881-723-1 eBook ISBN: 978-1-4398-6981-9 November 2011, 7.5 x 9.25, 846 pp. Suggested Price: $73.95 / £46.99
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Game Design and Programming / Computer Graphics The Golden Age of Video Games
Game Engine Gems 2
The Birth of a Multibillion Dollar Industry
Edited by
Roberto Dillon
Eric Lengyel Terathon Software
This book focuses on the history of video games, consoles, and home computers from the very beginning until the midnineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers who developed them. It offers brief analyses of the most relevant games from each time period. An epilogue covers the events and systems that followed this golden age while the appendices include a history of handheld games and an overview of the retro-gaming scene.
This book contains short articles that focus on a particular technique, describe a clever trick, or offer practical advice on game engine development. The 31 chapters cover three broad categories: graphics and rendering, game engine design, and systems programming. Professional game developers, students of game development and computer science, and anyone interested in learning how the pros tackle specific problems that arise during game engine development will find useful gems in this collection. Supplementary materials can be found at www.gameenginegems.net.
Print ISBN: 978-1-4398-7323-6 eBook ISBN: 978-1-4398-7324-3 April 2011, 6 x 9, 209 pp., Soft Cover Suggested Price: $43.95 / £28.99
Print ISBN: 978-1-56881-437-7 eBook ISBN: 978-1-4398-6977-2 February 2011, 7-1/2 x 9-1/4, 532 pp. Suggested Price: $75.95 / £48.99
Basics of Game Design
GPGPU Programming for Games and Science
Michael E. Moore Focusing on creating the game mechanics for data-driven games, this book covers role-playing, real-time strategy, first-person shooter, simulation, and other games. Written by a 25-year veteran of the game industry, the guide offers detailed explanations of how to design the data sets used to resolve game play for moving, combat, solving puzzles, interacting with NPCs, managing inventory, and much more. It also gives advice on developing stories for games, building maps and levels, and designing the graphical user interface. Print ISBN: 978-1-56881-433-9 eBook ISBN: 978-1-4398-6776-1 March 2011, 6 x 9, 400 pp., Soft Cover Suggested Price: $65.95 / £42.99
Mathematics Education for a New Era Video Games as a Medium for Learning
Geometric Tools LLC, Redmond, Washington, USA
This in-depth, practical guide describes high-performance computing on general purpose graphics processing units (GPGPUs) using DirectX 11. Suitable for game developers and computing professionals, the book cohesively blends principles, practice, and software engineering and includes many algorithm examples and high-quality source code to illustrate the concepts. A fully featured engine for computing and graphics helps readers avoid having to write a large amount of infrastructure code necessary for even the simplest of applications involving shader programming. Print ISBN: 978-1-4665-9535-4 August 2014, 7-1/2 x 9-1/4, 472 pp. Suggested Price: $89.95 / £57.99
Textbook
Computer Graphics Through OpenGL From Theory to Experiments, Second Edition
Keith Devlin Stanford University, California, USA
Mathematics Education for a New Era helps mathematicians and educators stay ahead of the development curve in math education. In the book, Stanford mathematician and NPR’s “Math Guy” Keith Devlin explains why, fun aside, video games are the ideal medium to teach middleschool math. Game developers also learn exactly what is involved in designing and producing successful math educational video games that foster the innovative mathematical thinking skills necessary for success in a global economy. Print ISBN: 978-1-56881-431-5 eBook ISBN: 978-1-4398-6771-6 February 2011, 6 x 9, 218 pp., Soft Cover Suggested Price: $33.95 / £28.99
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David H. Eberly
Sumanta Guha Asian Institute of Technology, Thailand
From geometric primitives, animation, and 3D modeling to lighting, shading, and texturing, this second edition presents a comprehensive introduction to computer graphics using an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an understanding not only of the principles of 3D computer graphics, but also the use of the OpenGL® API to code 3D scenes and animation. Supplementary resources are available on the author’s website. An instructor’s manual is available upon qualifying course adoption. Print ISBN: 978-1-4822-5839-4 August 2014, 7 3/8 x 9 1/4, 951 pp. Suggested Price: $99.95 / £63.99
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Computer Graphics Multithreading for Visual Effects Martin Watt, Erwin Coumans, George ElKoura, Ronald Henderson, Manuel Kraemer, Jeff Lait, and James Reinders In this book, developers from DreamWorks Animation, Pixar, Side Effects, Intel, and AMD share their successes and failures in the messy real-world application area of production software. They provide practical advice on multithreading techniques and visual effects used in popular visual effects libraries, one of the industry’s leading visual effects packages, and proprietary animation systems. This information is valuable not just to those in the visual effects arena, but also to developers of high performance software looking to increase performance of their code. Print ISBN: 978-1-4822-4356-7 July 2014, 7 x 10, 256 pp. Suggested Price: $69.95 / £44.99
Textbook
Introduction to Computer Graphics A Practical Learning Approach Fabio Ganovelli, Massimiliano Corsini, Sumanta Pattanaik, and Marco Di Benedetto Series: Chapman & Hall/CRC Computer Graphics, Geometric Modeling, and Animation
This text shows step by step how to implement computer graphics concepts and theory with WebGL using the EnvyMyCar (NVMC) framework as a consistent example throughout the text. This practical approach leads readers to draw the elements and effects needed to ultimately create a visually pleasing car racing game. The book explains how to handle 3D geometric transformations, texturing, complex lighting effects, and more. The code is available online. Print ISBN: 978-1-4398-5279-8 August 2014, 6-1/8 x 9-1/4, 422 pp. Suggested Price: $89.95 / £49.99
Graphics Interface 2014
Image Processing for Cinema
Edited by
Marcelo Bertalmío
Paul G. Kry
Universitat Pompeu Fabra, Barcelona, Spain
McGill University, Montréal, Quebec, Canada
Andrea Bunt University of Manitoba, Winnipeg, Canada
This book is the proceedings of the 40th annual Graphics Interface conference. It includes high-quality papers on recent advances in interactive systems, human-computer interaction, and graphics from around the world. The book covers the following topics: shading and rendering, geometric modeling and meshing, image-based rendering, image synthesis and realism, computer animation, real-time rendering, non-photorealistic rendering, interaction techniques, human interface devices, augmented reality, data and information visualization, mobile computing, haptic and tangible interfaces, and perception. Print ISBN: 978-1-4822-6003-8 May 2014, 8-1/2 x 11, 200 pp., Soft Cover Suggested Price: $69.95 / £44.99
Textbook
3D Animation for the Raw Beginner Using Maya Roger King
This book presents a detailed overview of image processing techniques that are used in practice in digital cinema. It shows how image processing has become ubiquitous in movie making, from shooting to exhibition. The book covers all the ways in which image processing algorithms are used to enhance, restore, adapt, and convert moving images. These techniques and algorithms make the images look as good as possible while exploiting the capabilities of cameras, projectors, and displays. Print ISBN: 978-1-4398-9927-4 eBook ISBN: 978-1-4398-9928-1 February 2014, 6-1/8 x 9-1/4, 321 pp. Suggested Price: $79.95 / £49.99
Practical Algorithms for 3D Computer Graphics Second Edition R. Stuart Ferguson
University of Colorado, Boulder, USA
The Queen’s University of Belfast, UK
Series: Chapman & Hall/CRC Computer Graphics, Geometric Modeling, and Animation
Accessible to art, engineering, computer science, and film students and professionals, this text provides a concise, principles-based introduction to 3D animation. It emphasizes the process for creating animated projects in a nonmathematical fashion. The text focuses on how to carry out this process with Autodesk Maya, the gold standard in 3D animation. Each chapter introduces a critical aspect of the 3D animation process and guides readers through simple, step-by-step tutorials that link key principles to Autodesk Maya techniques. A solutions manual is available upon qualifying course adoption. Print ISBN: 978-1-4398-5264-4 August 2014, 7 x 10, 488 pp. Suggested Price: $59.95 / £38.99
Series: Chapman & Hall/CRC Mathematical and Computational Imaging Sciences
This second edition presents up-to-date algorithms that are the core of all 3D computer graphics software packages. Using Core OpenGL and OpenGL ES, the book enables readers to create a complete suite of programs for 3D computer animation, modeling, and image synthesis. This edition includes three new chapters on real-time 3D programming using OpenGL, 3D graphics for mobile devices, and the open source OpenFX 3D tools suite. Source code, documentation, and much more are available on the author’s website. Print ISBN: 978-1-4665-8252-1 eBook ISBN: 978-1-4665-8253-8 December 2013, 7-1/2 x 9-1/4, 508 pp., Soft Cover Suggested Price: $79.95 / £49.99
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Computer Graphics Image Statistics in Visual Computing
Handbook of Graph Drawing and Visualization
Tania Pouli, Erik Reinhard, and Douglas W. Cunningham
Edited by
With numerous color figures throughout, this work covers all aspects of natural image statistics, from data collection to analysis to applications in computer graphics, computational photography, image processing, and art. Collecting state-of-the-art, interdisciplinary knowledge in one source, the book explores the relation of natural image statistics to human vision and shows how natural image statistics can be applied to visual computing. A supporting website offers additional information, including descriptions of various image databases suitable for statistics. Print ISBN: 978-1-56881-725-5 eBook ISBN: 978-1-4398-7490-5 December 2013, 6 x 9, 372 pp. Suggested Price: $69.95 / £44.99
Roberto Tamassia Brown University, Providence, Rhode Island, USA Series: Discrete Mathematics and Its Applications
Edited by a pioneer in graph drawing and with contributions from leaders in the graph drawing research community, this handbook shows how graph drawing and visualization can be applied in the physical, life, and social sciences. It covers topological and geometric foundations, algorithms, software systems, and visualization applications. The book helps readers understand graph drawing methods and graph visualization systems, use graph drawing techniques in their research, and incorporate graph drawing solutions in their products. Print ISBN: 978-1-58488-412-5 eBook ISBN: 978-1-4200-1026-8 August 2013, 7 x 10, 862 pp. Suggested Price: $99.95 / £63.99
Textbook
Textbook
Computer Graphics
Data Visualization
From Pixels to Programmable Graphics Hardware
Principles and Practice, Second Edition
Alexey Boreskov and Evgeniy Shikin
University of Groningen, The Netherlands
Moscow State University, Russia
This book explores the study of processing and visually representing data sets. This second edition presents a better treatment of the relationship between traditional scientific visualization and information visualization, a description of the emerging field of visual analytics, and updated techniques using the GPU and new generations of software tools and packages. This edition is also enhanced with exercises and downloadable code and data sets. A solutions manual is available upon qualifying course adoption.
Series: Chapman & Hall/CRC Computer Graphics, Geometric Modeling, and Animation
This text explores all major areas of modern computer graphics, starting from basic mathematics and algorithms and concluding with OpenGL and real-time graphics. Requiring only basic knowledge of analytic geometry, linear algebra, and C++, the book guides students through the OpenGL pipeline and gives them a firm foundation in today’s high-performance graphics. Using one consistent example, it leads them step by step from simple rendering to animation to lighting and bumpmapping. Source code and examples are available on the book’s CRC Press web page.
Alexandru C. Telea
Print ISBN: 978-1-4665-8526-3 July 2014, 7-1/2 x 9-1/4, 617 pp. Suggested Price: $89.95 / £57.99
Print ISBN: 978-1-4398-6730-3 eBook ISBN: 978-1-4398-6731-0 October 2013, 6-1/8 x 9-1/4, 568 pp. Suggested Price: $99.95 / £49.99
Textbook
Practical Linear Algebra A Geometry Toolbox, Third Edition
Isosurfaces Geometry, Topology, & Algorithms Rephael Wenger
Gerald Farin
Ohio State University, Columbus, USA
Arizona State University, Tempe, USA
This work represents the first book to focus on basic algorithms for isosurface construction. It also gives a rigorous mathematical perspective on some of the algorithms and results. In color throughout, the book covers the Marching Cubes algorithm and variants, dual contouring algorithms, multilinear interpolation, multiresolution isosurface extraction, isosurfaces in four dimensions, interval volumes, and contour trees. It also describes data structures for faster isosurface extraction as well as methods for selecting significant isovalues.
Dianne Hansford FarinHansford R&D, Paradise Valley, Arizona, USA
Through many examples and real-world applications, this text teaches undergraduate-level linear algebra in a comprehensive, geometric, and algorithmic way. It provides a solid foundation for further work in math, engineering, science, computer graphics, and geometric modeling. Along with more exercises and applications, this third edition covers singular value decomposition and its application to the pseudoinverse, principal components analysis, and image compression. It also gives more attention to eigen-analysis, including eigenfunctions and the Google matrix, and emphasizes orthogonal projections and matrix decompositions.
Print ISBN: 978-1-4665-7097-9 eBook ISBN: 978-1-4665-7102-0 June 2013, 7-1/2 x 9-1/4, 488 pp. Suggested Price: $89.95 / £57.99
Print ISBN: 978-1-4665-7956-9 eBook ISBN: 978-1-4665-7959-0 August 2013, 7-1/2 x 9-1/4, 514 pp. Suggested Price: $89.95 / £57.99
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Computer Graphics Digital Geometry in Image Processing
Design and Implementation of 3D Graphics Systems
Jayanta Mukhopadhyay, Partha Bhowmick, Partha Pratim Das, Samiran Chattopadhyay, and Biswa Nath Chatterji
Jonas de Miranda Gomes, Luiz Velho, and Mario Costa Sousa
Series: IIT Kharagpur Research Monograph
Exploring theories and applications developed during the last 30 years, this book presents a mathematical treatment of the properties of digital metric spaces and their relevance in analyzing shapes in two and three dimensions. Unlike similar books, this one connects the two areas of image processing and digital geometry, highlighting important results of digital geometry that are currently used in image analysis and processing. With many figures (some in color) and end-of-chapter exercises, the book gives readers insight on the latest two- and three-dimensional image processing applications. Print ISBN: 978-1-4665-0567-4 eBook ISBN: 978-1-4665-0568-1 April 2013, 6-1/8 x 9-1/4, 318 pp. Suggested Price: $89.95 / £57.99
This book covers the computational aspects of geometric modeling and rendering 3D scenes. Special emphasis is given to the architectural aspects of interactive graphics, geometric modeling, rendering techniques, the graphics pipeline, and the architecture of 3D graphics systems. The text describes basic 3D computer graphics algorithms and their implementation in the C language. The material is complemented by library routines for constructing graphics systems, which are available for download from the book’s website. Print ISBN: 978-1-4665-7121-1 eBook ISBN: 978-1-4665-7123-5 August 2012, 7-1/2 x 9-1/4, 350 pp., Soft Cover Suggested Price: $73.95 / £46.99
High Performance Visualization
OpenGL Insights
Enabling Extreme-Scale Scientific Insight
Edited by
Edited by
E. Wes Bethel, Hank Childs, and Charles Hansen Series: Chapman & Hall/CRC Computational Science
Collecting some of the most seminal work in the field, this book focuses on the subset of scientific visualization concerned with algorithm design, implementation, and optimization for use on today’s largest computational platforms. After introducing the fundamental concepts of parallel visualization, the book explores approaches to accelerate visualization and analysis operations on high performance computing platforms. Looking to the future, it also presents alternative platforms and architectures as well as contemporary, high performance visualization implementations. Print ISBN: 978-1-4398-7572-8 eBook ISBN: 978-1-4398-7573-5 October 2012, 6-1/8 x 9-1/4, 520 pp. Suggested Price: $104.95 / £66.99
Patrick Cozzi Analytical Graphics, Inc., Exton, Pennsylvania, USA
Christophe Riccio AMD, Camberley, UK
Assembling contributions from experienced developers, vendors, researchers, and educators, OpenGL Insights presents real-world techniques for intermediate and advanced OpenGL, OpenGL ES, and WebGL developers. Focusing on current and emerging techniques for the OpenGL family of APIs, the book demonstrates the breadth and depth of OpenGL. Readers will gain practical skills to solve problems related to performance, rendering, profiling, framework design, and more. Source code, demos, and other material are available on the book’s website. Print ISBN: 978-1-4398-9376-0 eBook ISBN: 978-1-4398-9377-7 July 2012, 7-1/2 x 9-1/4, 712 pp. Suggested Price: $83.95 / £51.99
Production Volume Rendering
Shadow Algorithms Data Miner
Design and Implementation
Andrew Woo
Magnus Wrenninge
NGRAIN Corporation, Vancouver, British Columbia, Canada
SONY Pictures Imageworks, Santa Monica, California, USA
Pierre Poulin
This book provides the first full account of volume rendering techniques used for feature animation and visual effects production. It covers the theoretical underpinnings as well as the implementation of a working renderer. The author presents techniques and algorithms that are actively used in production work. He also describes both volumetric modeling and rendering techniques, illustrating how effects are created from start to finish. A companion rendering library of open source code is freely available online.
This resource offers a thorough picture of the motivations, complexities, and categorized algorithms available to generate digital shadows. From general fundamentals to specific applications, it addresses shadow algorithms and how to manage huge data sets from a shadow perspective. The book also examines the use of shadow algorithms in industrial applications, in terms of what algorithms are used and what software is applicable.
Print ISBN: 978-1-56881-724-8 eBook ISBN: 978-1-4398-7363-2 September 2012, 7-1/2 x 9-1/4, 355 pp. Suggested Price: $52.95 / £33.99
University of Montreal, Quebec, Canada
Print ISBN: 978-1-4398-8023-4 eBook ISBN: 978-1-4398-8026-5 June 2012, 6 x 9, 268 pp. Suggested Price: $73.95 / £46.99
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Computer Graphics Textbook
Computer Graphics Theory and Practice
Experimental Design From User Studies to Psychophysics Douglas W. Cunningham
Jonas Gomes, Luiz Velho, and Mario Costa Sousa
Brandenburg University of Technology, Cottbus, Germany
A complete and integrated introduction to computer graphics, this book focuses on conceptual aspects of computer graphics. It covers fundamental mathematical theories and models and the inherent problems in implementing them. Only requiring basic knowledge of calculus and linear algebra, the text introduces the core challenges of the field and provides suggestions for further reading and studying on various topics. For each conceptual problem described, the authors compare solution strategies and present them in algorithmic form.
Korea University, Seoul, South Korea
Print ISBN: 978-1-56881-580-0 eBook ISBN: 978-1-4398-9681-5 April 2012, 7-1/2 x 9-1/4, 544 pp. Suggested Price: $93.95 / £58.99
Christian Wallraven This book explains the basic terminology used to discuss experiments and takes a brief look at the more than 150year history of experiments in psychology. It covers how to generalize from a few people to the whole population. The largest part of the book is dedicated to the most flexible, and arguably the most central, aspect of an experiment: What do the participants do? Each chapter follows the same structure and includes two examples, one from traditional psychophysics and one using computer animated facial expressions as stimuli. Print ISBN: 978-1-56881-468-1 eBook ISBN: 978-1-4398-6551-4 November 2011, 6 x 9, 408 pp. Suggested Price: $65.95 / £41.99
The Complete Guide to Blender Graphics
Graphics Shaders
Computer Modeling & Animation, 2nd Edition
Mike Bailey
John M. Blain Toormina, New South Wales, Australia
In color throughout, this manual helps beginners learn the basics of computer animation using Blender. This second edition incorporates many new features of Blender, including developments to its GUI. Along with 12 updated chapters, it contains three new chapters on smoke simulation, movie making, and drivers. Many new examples, visual diagrams, and images illustrate the various computer graphics topics encompassed by Blender. Print ISBN: 978-1-4822-1663-9 June 2014, 7-1/2 x 9-1/4, 575 pp., Soft Cover Suggested Price: $59.95 / £38.99
Programming GPS and OpenStreetMap Applications with Java The RealObject Application Framework Kristof Beiglböck This book provides a concrete paradigm for object-oriented modeling and programming. It introduces the use of available global positioning data for the development of applications involving digital maps. The author describes the different formats of GPS data and digital maps and shows how to use recorded GPS traces to replay and display this data on a digital map. He then works through the processing steps of obtaining dedicated data from OpenStreetMaps and how to extract a network for a simple navigation application. Print ISBN: 978-1-4665-0718-0 eBook ISBN: 978-1-4665-0720-3 January 2012, 7-1/2 x 9-1/4, 248 pp., Soft Cover Suggested Price: $62.95 / £40.99
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Theory and Practice, Second Edition Oregon State University, Corvallis, USA
Steve Cunningham Brown Cunningham Associates, Coralville, Iowa, USA
Highly recommended by CHOICE (December 2009), the first edition of Graphics Shaders was a popular choice for shaders courses at universities and conferences. Incorporating changes in the OpenGL syntax, this second edition provides an engaging and accessible introduction to developments in graphics shaders. The authors thoroughly explain the concepts, use sample code to describe details of the concepts, and then challenge readers to extend the examples. Sample source code for many of the book’s examples is available on a companion website. Print ISBN: 978-1-56881-434-6 eBook ISBN: 978-1-4398-6775-4 November 2011, 7-1/2 x 9-1/4, 518 pp. Suggested Price: $87.95 / £55.99
Real-Time Shadows Elmar Eisemann, Michael Schwarz, Ulf Assarsson, and Michael Wimmer This book explains basic and advanced aspects related to the domain of shadow computation. It presents interactive solutions and practical details on shadow computation. The authors compare various algorithms for creating realtime shadows and illustrate how they are used in different situations. They explore the limitations and failure cases, advantages and disadvantages, and suitability of the algorithms in several applications. Source code, videos, tutorials, and more are available on the book’s website. Print ISBN: 978-1-56881-438-4 eBook ISBN: 978-1-4398-6769-3 July 2011, 7-1/2 x 9-1/4, 384 pp. Suggested Price: $75.95 / £48.99
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Computer Graphics Practical Rendering & Computation with Direct3D 11
Visual Perception from a Computer Graphics Perspective
Jason Zink, Matt Pettineo, and Jack Hoxley
William Thompson, Roland Fleming, Sarah Creem-Regehr, and Jeanine Kelly Stefanucci
This guide provides a deep understanding of both the highand low-level concepts related to using Direct3D 11. The first half of the book presents a conceptual introduction to Direct3D 11, discussing the Direct3D 11 rendering and computation pipelines, how they map to the underlying hardware, and all of the major components of the library. The second half includes detailed examples of how to use Direct3D 11 in common rendering scenarios. Source code and sample programs are available on a supplementary website. Print ISBN: 978-1-56881-720-0 eBook ISBN: 978-1-4398-9211-4 July 2011, 7-1/2 x 9-1/4, 648 pp. Suggested Price: $75.95 / £48.99
Suitable for readers studying or working in computer graphics and visualization, cognitive science, and visual neuroscience, this book provides an introduction to human visual perception. It focuses on how computer graphics images are generated, rather than solely on the visual system’s organization, so the text provides a more direct tie between image generation and the resulting perceptual phenomena. It covers illumination, action, and perception of factors, including material properties, pictorial space, image statistics, and spatial cognition. Print ISBN: 978-1-56881-465-0 eBook ISBN: 978-1-4398-6549-1 June 2011, 7-1/2 x 9-1/4, 540 pp. Suggested Price: $75.95 / £47.99
Displays
The Magic of Computer Graphics
Fundamentals & Applications
Noriko Kurachi
Rolf R. Hainich and Oliver Bimber
Starting from the basic behavior of light, this book introduces the most useful techniques for global and local illumination using geometric descriptions of an environment. It then goes on to describe image-based techniques that rely on captured data to do their magic. The author also looks at the synthesis of these two complementary approaches and what they mean for the future of computer graphics.
This work provides technical insight into existing and future display technologies and techniques. It clearly explains fundamentals so that readers understand how particular types of displays work. The book covers projection displays, projector-camera systems, stereoscopic and autostereoscopic displays, computer-generated holography, and near-eye displays. The authors also discuss how real-time computer graphics and computer vision enable the visualization of graphical 2D and 3D content. Print ISBN: 978-1-56881-439-1 eBook ISBN: 978-1-4398-9216-9 July 2011, 6 x 9, 598 pp. Suggested Price: $93.95 / £59.99
Print ISBN: 978-1-56881-577-0 eBook ISBN: 978-1-4398-7357-1 June 2011, 7-1/2 x 9-1/4, 448 pp., Soft Cover Suggested Price: $52.95 / £33.99
3D Engine Design for Virtual Globes
Image and Video Processing in the Compressed Domain
Patrick Cozzi and Kevin Ring
Jayanta Mukhopadhyay
Analytical Graphics, Inc., Exton, Pennsylvania, USA
Indian Institute of Technology Kharagpur, West Bengal
While virtual globes have achieved widespread popularity, no single book covers the topic of globe rendering. Filling this gap, 3D Engine Design for Virtual Globes presents an in-depth treatment of rendering algorithms used by virtual globes. The book illustrates how to accurately render real-world data sets through core rendering algorithms for globes, terrain, imagery, and vector data. Example code and other resources are available on a companion website.
Developing concepts from first principles, this book presents the fundamentals, properties, and applications of a variety of image transforms used in image and video compression. It introduces popular image and video compression algorithms, including JPEG2000 and MPEG-2, and elucidates the definitions and properties of various transforms, such as the DCT and DWT. The author discusses core image and video processing operations and focuses on other facets of compressed domain analysis, including editing, indexing, steganography, and watermarking. MATLAB® codes are included on a CD-ROM.
Print ISBN: 978-1-56881-711-8 eBook ISBN: 978-1-4398-9192-6 June 2011, 7-1/2 x 9-1/4, 520 pp. Suggested Price: $62.95 / £62.99
Print ISBN: 978-1-4398-2935-6 eBook ISBN: 978-1-4398-2936-3 March 2011, 6-1/8 x 9-1/4, 280 pp. Suggested Price: $87.95 / £55.99
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Computer Graphics Textbook
3D Graphics for Game Programming JungHyun Han Korea University, Seoul
Balancing theory and application, this text covers real-time graphics in video game development. Copiously illustrated with more than 300 figures, the book allows readers to quickly understand the key aspects of real-time graphics. It covers rendering, texturing, post-processing, and animation. Each chapter includes boxed Math Notes that enable readers to access mathematical or theoretical content without interrupting the flow of the main text and homework problems. A solutions manual is available upon qualifying course adoption. Print ISBN: 978-1-4398-2737-6 eBook ISBN: 978-1-4398-7782-1 February 2011, 6-1/8 x 9-1/4, 330 pp. Suggested Price: $87.95 / ÂŁ55.99
Advanced High Dynamic Range Imaging Theory and Practice Francesco Banterle, Alessandro Artusi, Kurt Debattista, and Alan Chalmers Work over the last 10 years has unified photography and computer graphics and created powerful new tools for the creation of complex, compelling, and realistic images. This book provides a practical introduction to the emerging discipline of high dynamic range imaging that combines photography and computer graphics. By providing detailed equations and code, the book gives readers the tools needed to experiment with new techniques for creating compelling images. Print ISBN: 978-1-56881-719-4 eBook ISBN: 978-1-4398-6594-1 February 2011, 6 x 9, 260 pp. Suggested Price: $62.95 / ÂŁ39.99
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