Overview
- First instructional guide to visual effects in game programming
- Equips readers to handle complex visual effects technique by providing many practical complex examples
- Covers many different applications for high-end gaming platforms such as smartphone and MS Kinect
- Caters to scientists, engineers and practitioners involved in the field of game programming
- Written by top researchers in the field
- Includes supplementary material: sn.pub/extras
Part of the book series: Gaming Media and Social Effects (GMSE)
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Table of contents (6 chapters)
Keywords
About this book
Authors and Affiliations
Bibliographic Information
Book Title: Real-Time Visual Effects for Game Programming
Authors: Chang-Hun Kim, Sun-Jeong Kim, Soo-Kyun Kim, Shin-Jin Kang
Series Title: Gaming Media and Social Effects
DOI: https://doi.org/10.1007/978-981-287-487-0
Publisher: Springer Singapore
eBook Packages: Engineering, Engineering (R0)
Copyright Information: Springer Science+Business Media Singapore 2015
Hardcover ISBN: 978-981-287-486-3Published: 18 May 2015
Softcover ISBN: 978-981-10-1348-5Published: 23 October 2016
eBook ISBN: 978-981-287-487-0Published: 30 April 2015
Series ISSN: 2197-9685
Series E-ISSN: 2197-9693
Edition Number: 1
Number of Pages: XII, 227
Number of Illustrations: 81 b/w illustrations, 85 illustrations in colour
Topics: Computational Intelligence, Programming Techniques, Visualization, Mathematical Methods in Physics