Michael Abrash's Graphics Programming Black Book
by Michael Abrash
Publisher: Coriolis Group Books 2001
Number of pages: 1342
This is a collection of the author's previous books on assembly language and graphics programming, as well as past columns for Dr. Dobb's magazine. Though much of the book is out-of-date by now, the reader can see some of the author's tendencies: -a reliance on profiling in order to test code, and creative thinking to improve performance wherever possible. The last few chapters explore the technology behind the popular Doom and Quake 3-D games by id Corporation. Optimized solutions to 3-D graphics problems from texture mapping, hidden surface removal, and Binary Space Partitioning trees are explained. This book is clearly targeted at game developers and serious assembly language programmers.
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From the table of contents: Mathematics and Physics for Computer Graphics; Foundations of 3D Rendering; Better, Faster, More; Advanced Techniques; Digital Imaging; Procedural Generation of Virtual Worlds. 32 lessons, 166 chapters, C++ source code.
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