Book Description The first book on this core game development topic by an experienced developer Product Description 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
2019-12-21 20:17:52 2.27MB real time cameras
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GMM算法经典论文,opencv中的GMM算法应该就是参考这边文章。自己做的中文翻译pdf也附在了里面
2019-12-21 20:14:58 1.02MB GMM
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Real Time Digital Signal Processing Fundamentals, Implementation and Application, 3rd Ed 矢量PDF 非扫描
2019-12-21 20:03:16 14.88MB DSP Fundamentals Application 3rd
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This straightforward, step-by-step text is designed to demystify modern graphics programming, so you can quickly start writing effective, efficient code with DirectX and HLSL. Long-time graphics programmer and instructor Paul Varcholik starts with a basic primer on 3D graphics and rendering, as well as the essential math and "tools of the trade." Next, he introduces shaders
2019-12-21 19:52:07 15.54MB Directx11 HLSL 3D
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Real.Time.UML.Advances.in.The.UML.for.Real.Time.Systems.Third.Edition.pdf
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邵贝贝翻译的ucos ii对应的英文版,好书,费了很大劲才找到的。
2019-12-21 19:40:00 5.67MB ucos ii 邵贝贝
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该算法可躲避多个移动的物体,进行路径规划,由北卡的教授编写,此代码至可读,可以为需要的朋友借鉴。
2019-12-21 19:36:06 184KB 路径规划
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Real Time Rendering 4th Edition 高清版 ,带目录。
2019-12-21 19:29:30 28.59MB render
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游戏中检测碰撞的经典书籍
2019-12-21 19:29:12 3.15MB Game Collision Detection
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You Only Look Once Unified, Real-Time Object Detection.pdf
2019-12-21 19:27:23 1.7MB Real-Time Object Detection.
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