Skip to main content

Real-Time Visual Effects for Game Programming

  • Book
  • © 2015

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)

This is a preview of subscription content, log in via an institution to check access.

Access this book

eBook USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access

Licence this eBook for your library

Institutional subscriptions

Table of contents (6 chapters)

Keywords

About this book

This book introduces the latest visual effects (VFX) techniques that can be applied to game programming. The usefulness of the physicality-based VFX techniques, such as water, fire, smoke, and wind, has been proven through active involvement and utilization in movies and images. However, they have yet to be extensively applied in the game industry, due to the high technical barriers. Readers of this book can learn not only the theories about the latest VFX techniques, but also the methodology of game programming, step by step. The practical VFX processing techniques introduced in this book will provide very helpful information to game programmers. Due to the lack of instructional books about VFX-related game programming, the demand for knowledge regarding these high-tech VFXs might be very high.

Authors and Affiliations

  • Computer Science and Engn, Korea University, Seoul, Korea, Republic of (South Korea)

    Chang-Hun Kim

  • Convergence Software, Hallym University, Chuncheon, Korea, Republic of (South Korea)

    Sun-Jeong Kim

  • Game Engineering, Paichai University, Daejeon, Korea, Republic of (South Korea)

    Soo-Kyun Kim

  • School of Game, Hongik University, Sejong, Korea, Republic of (South Korea)

    Shin-Jin Kang

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

Publish with us