[TOC]
Some people say that computer graphics generally includes geometry, rendering and simulation. Others say that computer graphics mainly includes modeling, rendering, animation and human-computer interaction. In this book list, I want to summarize the books that can be read from two aspects: computational geometry and computer graphics. Computer graphics mainly summarizes the mathematical basis of graphics, rendering, animation, simulation, game engine design and development, graphics api, etc. Computational geometry mainly summarizes the basic geometry such as points, lines and planes and their relationships.
It is under continuous update. This update is on August 16, 2022. It is not finished yet to be continued!
有人说计算机图形学一般包含几何(Geometry)、渲染(Rendering)、模拟(Simulation),也有人说计算机图形学主要包含建模(Modeling)、渲染(Rendering)、动画(Animation)、人机交互(Human-computer Interaction)。本书单想从计算几何和计算机图形学两个方面总结一下可看的书籍,计算机图形学主要从图形学数学基础、渲染、动画、模拟、游戏引擎设计与开发、图形API等方面总结,计算几何主要从点、线、面等基础几何体以及相互关系总结。
持续更新中,本次更新时间2023年2月12日,未完待续!
Github:https://github.com/HW140701/Book-list-of-computational-geometry-and-computer-graphics, welcome star !
Personal Website:https://www.stubbornhuang.com/1256/
- Fundamentals of Computer Graphics
- Physically Based Rendering From Theory To Implementation
- Real-Time Rendering
- GPU Gems
- ShaderX
- GPU Pro
- GPU Zen
- GPU Pro 360
- Foundations of Game Engine Development
- 3D Math Primer for Graphics and Game Development
- Essential Mathematics for Games and Interactive Applications
- Jim Blinn's Corner
- Game Engine Gems
- Game Engine Architecture
- Graphics Gems
- Ray Tracing in One Week
- Game Programming Gems
- The HDRI Handbook
- High Dynamic Range Imaging
- Interactive Computer Graphics
- Realistic Image Synthesis Using Photon Mapping
- Ray Tracing Gems
- Efficient Illumination Algorithms for Global Illumination In Interactive and Real-Time Rendering
- Mathematics for 3D Game Programming and Computer Graphics
- Real-Time Shadows
- Advanced global illumination
- Computer Graphics Principles and Practice
- Computer Graphics Through OpenGL – From Theory to Experiments
- Game Physics Engine Development- How to Build a Robust Commercial-Grade Physics Engine for your Game
- Graphics Shaders - Theory and Practice
- Insights
- The Magic of Computer Graphics - Landmarks in Rendering
- OpenGL Programming Guide
- OpenGL SuperBible
- OpenGL 4.0 Shading Language Cookbook
- OpenGL Shading Language
- Fluid Engine Development
- Fluid Simulation for Computer Graphics
- The Nature of Code - Simulating Natural Systems with Processing
- Game Physics Pearls
- Game Physics
- Game Physics Cookbook
- Physics for Game Developers
- Physics for Game Programmers
- Physics Modeling for Game Programmers
- Physics-Based Animation
- Foundations of Physically Based Modeling and Animation
- Production Volume Rendering - Design and Implementation
- Collision Detection in Interactive 3D Environments
- Real-Time Collision Detection
- Introduction to 3D Game Programming with DirectX
- Practical Rendering and Computation with Direct3D 11
- Real-Time 3D Rendering with DirectX and HLSL - A Practical Guide to Graphics Programming
- The Art of Fluid Animation
- Ray Tracing from the Ground Up
- Character Animation With Direct3D
- Real-time 3D Character Animation with Visual C++
- Vulkan Programming Guide - The Official Guide to Learning Vulkan
- Learning Vulkan
- Vulkan Cookbook - Work through recipes to unlock the full potential of the next generation graphics API-Vulkan
- GLSL Essentials - Enrich your 3D scenes with the power of GLSL
- Computer Animation - Algorithms and Techniques
- The Ray Tracer Challenge - A Test-Driven Guide to Your First 3D Renderer
- Ray Tracing - A Tool for All
- Cloth Simulation for Computer Graphics
- Real-Time Volume Graphics
- Computer Graphics from Scratch - A Programmer's Introduction to 3D Rendering
- 3D Game Engine Design - A Practical Approach to Real-Time Computer Graphics
- 3D Game Engine Architecture - Engineering Real-Time Applications with Wild Magic
- Real-Time Cameras - A Guide for Game Designers and Developers
- Game AI Pro - Collected Wisdom of Game AI Professionals
- Game AI Pro 360
- Visualizing Quaternions
- Quaternions for Computer Graphics
- 3D Engine Design for Virtual Globes
- Texturing and Modeling - A Procedural Approach
- Level of Detail for 3D Graphics
- Non-Photorealistic Rendering
- Non-Photorealistic Computer Graphics - Modeling, Rendering, and Animation
- The Algorithms and Principles of Non-photorealistic Graphics - Artistic Rendering and Cartoon Animation
- Digital Character Development - Theory and Practice
- 3D Graphics Rendering Cookbook - A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan
- Tricks of the 3D Game Programming Gurus - Advanced 3D Graphics and Rasterization
- Graphics Programming Methods
- Principles of Digital Image Synthesis
- Digital Image Processing
- Game Development Tools
- Div, Grad, Curl, and All That - An Informal Text on Vector Calculus
- Game Programming Algorithms and Techniques - A Platform-Agnostic Approach
- Game Programming Patterns
- Game Programming Golden Rules
- Augmented Reality - Principles and Practice
- Practical Augmented Reality - A Guide to the Technologies, Applications, and Human Factors for AR and VR-Addison
- VR Developer Gems
- Image Objects - An Archaeology of Computer Graphics
- Advanced High Dynamic Range Imaging
- A Biography of the Pixel
- Computer Graphics Programming in OpenGL with C++
- GPGPU Programming for Games and Science
- Computer Facial Animation
- Handbook of Digital Image Synthesis - Scientific Foundations of Rendering
- Image Content Retargeting - Maintaining Color, Tone, and Spatial Consistency
- Introduction to Computer Graphics - A Practical Learning Approach
- Direct3D Rendering Cookbook
- Practical Algorithms for 3D Computer Graphics
- Computer Graphics - From Pixels to Programmable Graphics Hardware
- The History of Visual Magic in Computers - How Beautiful Images are Made in CAD, 3D, VR and AR
- WebGL Programming Guide - Interactive 3D Graphics Programming with WebGL
- Beginning DirectX 11 Game Programming
- The CUDA Handbook - A Comprehensive Guide to GPU Programming
- OpenGL Development Cookbook
- GPU Computing Gems
- 3D Graphics for Game Programming
- Light & Skin Interactions - Simulations for Computer Graphics Applications
- Video Game Optimization
- Mathematics for Computer Graphics
- An Integrated Introduction to Computer Graphics and Geometric Modeling
- Digital Modeling of Material Appearance
- Color Imaging - Fundamentals and Applications
- Data Structures and Algorithms for Game Developers
- Geometric Data Structures for Computer Graphics
- Advances in GPU Research and Practice
- Learn OpenGL - Learn modern OpenGL graphics programming in a step-by-step fashion
- Simulating Humans - Computer Graphics Animation and Control
- WebGL Gems - Learn How To Create 3D Worlds And Games For Modern Web Browsers
- Computer Graphics, C Version
- Vector Analysis for Computer Graphics
- Calculus for Computer Graphics
- Digital Lighting & Rendering
- Foundations of 3D computer graphics
- Computer Graphics with OpenGL
- Practical Linear Algebra - A Geometry Toolbox
- An Introduction to Ray Tracing
- AI Game Engine Programming
- AI Game Programming Wisdom
- Artificial Intelligence for Games
- Behavioral Mathematics for Game AI
- Cloth Modeling and Animation
- Virtual Clothing - Theory and Practice
- Computer Graphics and Geometric Modelling - Implementation and Algorithms
- Designing the User Experience of Game Development Tools
- Real-Time 3D Graphics with WebGL 2
- Rotation Transforms for Computer Graphics
- Matrix Transforms for Computer Games and Animation
- Mathematical Basics of Motion and Deformation in Computer Graphics
- Geometric and Discrete Path Planning for Interactive Virtual Worlds
- Hands-On C++ Game Animation Programming
- An Introduction to Computational Fluid Dynamics - The Finite Volume Method
- Polygon Mesh Processing
- Computational Geometry – Algorithms and Applications
- Handbook of Discrete and Computational Geometry
- Geometric tools for computer graphics
- Computational Geometry in C
- Computational Geometry:An Introduction
- Geometric Algebra for Computer Science - An Object-Oriented Approach to Geometry
- Isosurfaces - Geometry, Topology, and Algorithms
- Guide to Computational Geometry Processing Foundations, Algorithms, and Methods
- Discrete and Computational Geometry
- Robust and Error-Free Geometric Computing
- Implicit Curves and Surfaces - Mathematics, Data Structures and Algorithms
- Computational Geometry - An Introduction Through Randomized Algorithms
- Effective Computational Geometry for Curves and Surfaces
- Nonlinear Computational Geometry
- Handbook of Computer Aided Geometric Design
- Computational Geometry on Surfaces - Performing Computational Geometry on the Cylinder, the Sphere, the Torus, and the Cone
- Geometry for Computer Graphics - Formulae, Examples and Proofs
- Introduction to Computing with Geometry
- Curves and Surfaces for Computer Graphics
Cover | Title | Url |
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Fundamentals of Computer Graphics, Second Edition | https://www.stubbornhuang.com/1343/ | |
Fundamentals of Computer Graphics, Third Edition | https://www.stubbornhuang.com/1065/ | |
Fundamentals of Computer Graphics, Fourth Edition | https://www.stubbornhuang.com/1071/ | |
Fundamentals of Computer Graphics, Fifth Edition | https://www.stubbornhuang.com/1894/ |
Cover | Title | Url |
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Physically Based Rendering From Theory To Implementation(First Edition) | https://www.stubbornhuang.com/1208/ | |
Physically Based Rendering From Theory To Implementation (Second Edition) | https://www.stubbornhuang.com/1198/ | |
Physically Based Rendering From Theory To Implementation (Third Edition) | https://www.stubbornhuang.com/862/ |
Cover | Title | Url |
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Real-Time Rendering, Second Edition | https://www.stubbornhuang.com/1503/ | |
Real-Time Rendering, Third Edition | https://www.stubbornhuang.com/896/ | |
Real-Time Rendering, Fourth Edition | https://www.stubbornhuang.com/897/ |
Cover | Title | Url |
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GPU Gems 1 – Programming Techniques, Tips and Tricks for Real-Time Graphics | https://www.stubbornhuang.com/1230/ | |
GPU Gems 2 – Programming Techniques for High-Performance Graphics and General-Purpose Computation | https://www.stubbornhuang.com/1231/ | |
GPU Gems 3 | https://www.stubbornhuang.com/1233/ |
Cover | Title | Url |
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Direct3D ShaderX – Vertex and Pixel Shader Tips and Tricks | https://www.stubbornhuang.com/1294/ | |
ShaderX2 – Introductions and Tutorials with DirectX9.0 | https://www.stubbornhuang.com/1298/ | |
ShaderX3 – Advanced Rendering with DirectX and OpenGL | https://www.stubbornhuang.com/1300/ | |
ShaderX4 - Advanced Rendering with DirectX and OpenGL | 缺失 | |
ShaderX5 – Advanced Rendering Techniques | https://www.stubbornhuang.com/1305/ | |
ShaderX6 - Advanced Rendering Techniques | 缺失 | |
ShaderX7 – Advanced Rendering Techniques | https://www.stubbornhuang.com/1312/ |
Cover | Title | Url |
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GPU Pro 1 – Advanced Rendering Techniques | https://www.stubbornhuang.com/1275/ | |
GPU Pro 2 – Advanced Rendering Techniques | https://www.stubbornhuang.com/1280/ | |
GPU Pro 3 – Advanced Rendering Techniques | https://www.stubbornhuang.com/1282/ | |
GPU Pro 4 – Advanced Rendering Techniques | https://www.stubbornhuang.com/1285/ | |
GPU Pro 5 – Advanced Rendering Techniques | https://www.stubbornhuang.com/1286/ | |
GPU Pro 6 – Advanced Rendering Techniques | https://www.stubbornhuang.com/1288/ | |
GPU Pro 7 – Advanced Rendering Techniques | https://www.stubbornhuang.com/1292/ |
Cover | Title | Url |
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GPU Zen 1:Advanced Rendering Techniques | https://www.stubbornhuang.com/899/ | |
GPU Zen 2:Advanced Rendering Techniques | https://www.stubbornhuang.com/1341/ |
Cover | Title | Url |
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GPU Pro 360 – Guide to 3D Engine Design | https://www.stubbornhuang.com/1320/ | |
GPU Pro 360 – Guide to Geometry Manipulation | https://www.stubbornhuang.com/1321/ | |
GPU Pro 360 – Guide to GPGPU | https://www.stubbornhuang.com/1322/ | |
GPU Pro 360 – Guide to Image Space | https://www.stubbornhuang.com/1323/ | |
GPU Pro 360 – Guide to Lighting | https://www.stubbornhuang.com/1328/ | |
GPU Pro 360 – Guide to Mobile Devices | https://www.stubbornhuang.com/1333/ | |
GPU Pro 360 – Guide to Rendering | https://www.stubbornhuang.com/1337/ | |
GPU Pro 360 – Guide to Shadows | https://www.stubbornhuang.com/1339/ |
Cover | Title | Url |
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Foundations of Game Engine Development, Volume 1 Mathematics | https://www.stubbornhuang.com/1345/ | |
Foundations of Game Engine Development, Volume 2 Rendering | https://www.stubbornhuang.com/1347/ |
Cover | Title | Url |
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3D Math Primer for Graphics and Game Development (First Edition) | https://www.stubbornhuang.com/1356/ | |
3D Math Primer for Graphics and Game Development (Second Edition) | https://www.stubbornhuang.com/1358/ |
Cover | Title | Url |
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Essential Mathematics for Games and Interactive Applications(First Edition) | https://www.stubbornhuang.com/1349/ | |
Essential Mathematics for Games and Interactive Applications(Second Edition) | https://www.stubbornhuang.com/1353/ | |
Essential Mathematics for Games and Interactive Applications(Third Edition) | https://www.stubbornhuang.com/1354/ |
Cover | Title | Url |
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Jim Blinn’s Corner – A Trip Down the Graphics Pipeline | https://www.stubbornhuang.com/1316/ | |
Jim Blinn‘s Corner – Dirty Pixels | https://www.stubbornhuang.com/1317/ | |
Jim Blinn’s Corner – Notation, Notation, Notation | https://www.stubbornhuang.com/1318/ |
Cover | Title | Url |
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Game Engine Gems 1 | https://www.stubbornhuang.com/1234/ | |
Game Engine Gems 2 | https://www.stubbornhuang.com/1238/ | |
Game Engine Gems 3 | https://www.stubbornhuang.com/1240/ |
Cover | Title | Url |
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Game Engine Architecture (First Edition) | https://www.stubbornhuang.com/1187/ | |
Game Engine Architecture (Second Edition) | https://www.stubbornhuang.com/1189/ | |
Game Engine Architecture (Third Edition) | https://www.stubbornhuang.com/1197/ |
Cover | Title | Url |
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Graphics Gems I | https://www.stubbornhuang.com/1242/ | |
Graphics Gems II | https://www.stubbornhuang.com/1244/ | |
Graphics Gems III | https://www.stubbornhuang.com/1249/ | |
Graphics Gems IV | https://www.stubbornhuang.com/1254/ | |
Graphics Gems V | https://www.stubbornhuang.com/1255/ |
Cover | Title | Url |
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Ray Tracing in One Weekend | https://www.stubbornhuang.com/1085/ | |
Ray Tracing – The Next Week | https://www.stubbornhuang.com/1088/ | |
Ray Tracing – The Rest of Your Life | https://www.stubbornhuang.com/1091/ |
Cover | Title | Url |
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Game Programming Gems 1 | https://www.stubbornhuang.com/1258/ | |
Game Programming Gems 2 | https://www.stubbornhuang.com/1261/ | |
Game Programming Gems 3 | https://www.stubbornhuang.com/1263/ | |
Game Programming Gems 4 | https://www.stubbornhuang.com/1267/ | |
Game Programming Gems 5 | 缺失 | |
Game Programming Gems 6 | https://www.stubbornhuang.com/1271/ | |
Game Programming Gems 7 | https://www.stubbornhuang.com/1273/ | |
Game Programming Gems 8 | https://www.stubbornhuang.com/1274/ |
Cover | Title | Url |
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The HDRI Handbook- High Dynamic Range Imaging for Photographers and CG Artists | https://www.stubbornhuang.com/1217/ | |
The HDRI Handbook 2.0- High Dynamic Range Imaging for Photographers and CG Artists | https://www.stubbornhuang.com/1219/ |
Cover | Title | Url |
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High Dynamic Range Imaging- Acquisition, Display, and Image-Based Lighting ( First Edition ) | https://www.stubbornhuang.com/1211/ | |
High Dynamic Range Imaging- Acquisition, Display, and Image-Based Lighting ( Second Edition ) | https://www.stubbornhuang.com/1214/ |
Cover | Title | Url |
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Interactive Computer Graphics – A top-down approach with shader-based OpenGL(Six 6th Edition) | https://www.stubbornhuang.com/1204/ | |
Interactive Computer Graphics – A top-down approach with WebGL(Seven 7th Edition) | https://www.stubbornhuang.com/1205/ |
Cover | Title | Url |
---|---|---|
Realistic Image Synthesis Using Photon Mapping | https://www.stubbornhuang.com/1200/ |
Cover | Title | Url |
---|---|---|
Ray Tracing Gems – High-Quality and Real-Time Rendering with DXR and Other APIs | https://www.stubbornhuang.com/1185/ | |
Ray Tracing Gems II - Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX-Apress | https://www.stubbornhuang.com/1551/ |
Cover | Title | Url |
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Efficient Illumination Algorithms for Global Illumination In Interactive and Real-Time Rendering | https://www.stubbornhuang.com/1177/ |
Cover | Title | Url |
---|---|---|
Mathematics for 3D Game Programming and Computer Graphics, Second Edition | https://www.stubbornhuang.com/1174/ | |
Mathematics for 3D Game Programming and Computer Graphics, Third Edition | https://www.stubbornhuang.com/1175/ |
Cover | Title | Url |
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Real-Time Shadows | https://www.stubbornhuang.com/1074/ |
Cover | Title | Url |
---|---|---|
Advanced global illumination (2nd Edition) | https://www.stubbornhuang.com/1056/ |
Cover | Title | Url |
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Computer Graphics Principles and Practice (3rd edition) | https://www.stubbornhuang.com/1054/ |
Cover | Title | Url |
---|---|---|
Computer Graphics Through OpenGL – From Theory to Experiments (Second Edition) | https://www.stubbornhuang.com/1176/ | |
Computer Graphics Through OpenGL – From Theory to Experiments (Third Edition) | https://www.stubbornhuang.com/1049/ |
Cover | Title | Url |
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Game Physics Engine Development (First Edition) | https://www.stubbornhuang.com/1377/ | |
Game Physics Engine Development- How to Build a Robust Commercial-Grade Physics Engine for your Game (Second Edition) | https://www.stubbornhuang.com/1359/ |
Cover | Title | Url |
---|---|---|
Graphics Shaders – Theory and Practice (Second Edition) | https://www.stubbornhuang.com/1361/ |
Cover | Title | Url |
---|---|---|
OpenGL Insights | https://www.stubbornhuang.com/1366/ | |
WebGL Insights | https://www.stubbornhuang.com/1367/ |
Cover | Title | Url |
---|---|---|
The Magic of Computer Graphics – Landmarks in Rendering | https://www.stubbornhuang.com/1368/ |
Cover | Title | Url |
---|---|---|
OpenGL Programming Guide - The Official Guide to Learning OpenGL, Versions 3.0 and 3.1 (Seventh Edition) | https://www.stubbornhuang.com/1474/ | |
OpenGL Programming Guide - The Official Guide to Learning OpenGL, Version 4.3 (Eighth Edition) | https://www.stubbornhuang.com/1485/ | |
OpenGL Programming Guide - The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V (Ninth Edition) | https://www.stubbornhuang.com/1488/ |
Cover | Title | Url |
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OpenGL SuperBible - Comprehensive Tutorial and Reference (Fifth Edition) | https://www.stubbornhuang.com/1492/ | |
OpenGL SuperBible - Comprehensive Tutorial and Reference (Sixth Edition) | https://www.stubbornhuang.com/1494/ | |
OpenGL SuperBible - Comprehensive Tutorial and Reference (Seventh Edition) | https://www.stubbornhuang.com/1499/ |
Cover | Title | Url |
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OpenGL 4.0 Shading Language Cookbook (First Edition) | https://www.stubbornhuang.com/1369/ | |
OpenGL 4.0 Shading Language Cookbook (Second Edition) | https://www.stubbornhuang.com/1370/ | |
OpenGL 4.0 Shading Language Cookbook (Third Edition) | https://www.stubbornhuang.com/1373/ |
Cover | Title | Url |
---|---|---|
OpenGL Shading Language (Third Edition) | https://www.stubbornhuang.com/1374/ |
Cover | Title | Url |
---|---|---|
Fluid Engine Development | https://www.stubbornhuang.com/1378/ |
Cover | Title | Url |
---|---|---|
Fluid Simulation for Computer Graphics, First Edition | https://www.stubbornhuang.com/1060/ | |
Fluid Simulation for Computer Graphics, Second Edition | https://www.stubbornhuang.com/1063/ |
Cover | Title | Url |
---|---|---|
The Nature of Code - Simulating Natural Systems with Processing | https://www.stubbornhuang.com/1610/ |
Cover | Title | Url |
---|---|---|
Game Physics Pearls | https://www.stubbornhuang.com/1379/ |
Cover | Title | Url |
---|---|---|
Game Physics (First Edition) | https://www.stubbornhuang.com/1381/ | |
Game Physics (Second Edition) | https://www.stubbornhuang.com/1382/ |
Cover | Title | Url |
---|---|---|
Game Physics Cookbook | https://www.stubbornhuang.com/1746/ |
Cover | Title | Url |
---|---|---|
Physics for Game Developers(First Edition) | https://www.stubbornhuang.com/1383/ | |
Physics for Game Developers(Second Edition) | https://www.stubbornhuang.com/1385/ |
Cover | Title | Url |
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Physics for Game Programmers | https://www.stubbornhuang.com/1386/ |
Cover | Title | Url |
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Physics Modeling for Game Programmers | https://www.stubbornhuang.com/1389/ |
Cover | Title | Url |
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Physics-Based Animation | https://www.stubbornhuang.com/1390/ |
Cover | Title | Url |
---|---|---|
Foundations of Physically Based Modeling and Animation | https://www.stubbornhuang.com/1223/ |
Cover | Title | Url |
---|---|---|
Production Volume Rendering – Design and Implementation | https://www.stubbornhuang.com/1391/ |
Cover | Title | Url |
---|---|---|
Collision Detection in Interactive 3D Environments | https://www.stubbornhuang.com/1392/ |
Cover | Title | Url |
---|---|---|
Real-Time Collision Detection | https://www.stubbornhuang.com/1395/ |
Cover | Title | Url |
---|---|---|
Introduction to 3D Game Programming with DirectX 9.0 | https://www.stubbornhuang.com/2125/ | |
Introduction to 3D Game Programming with DirectX 10 | https://www.stubbornhuang.com/2116/ | |
Introduction to 3D Game Programming with DirectX 11 | https://www.stubbornhuang.com/1554/ | |
Introduction to 3D Game Programming with DirectX 12 | https://www.stubbornhuang.com/1397/ |
Cover | Title | Url |
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Practical Rendering and Computation with Direct3D 11 | https://www.stubbornhuang.com/1665/ |
Cover | Title | Url |
---|---|---|
Real-Time 3D Rendering with DirectX and HLSL - A Practical Guide to Graphics Programming | https://www.stubbornhuang.com/1668/ |
Cover | Title | Url |
---|---|---|
The Art of Fluid Animation | https://www.stubbornhuang.com/1418/ |
Cover | Title | Url |
---|---|---|
Ray Tracing from the Ground Up | https://www.stubbornhuang.com/1420/ |
Cover | Title | Url |
---|---|---|
Character Animation With Direct3D | https://www.stubbornhuang.com/1421/ |
Cover | Title | Url |
---|---|---|
Real-time 3D Character Animation with Visual C++ | https://www.stubbornhuang.com/1674/ |
Cover | Title | Url |
---|---|---|
Vulkan Programming Guide – The Official Guide to Learning Vulkan | https://www.stubbornhuang.com/1423/ |
Cover | Title | Url |
---|---|---|
Learning Vulkan | https://www.stubbornhuang.com/1501/ |
Vulkan Cookbook - Work through recipes to unlock the full potential of the next generation graphics API-Vulkan
Cover | Title | Url |
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Vulkan Cookbook – Work through recipes to unlock the full potential of the next generation graphics API-Vulkan | https://www.stubbornhuang.com/1502/ |
Cover | Title | Url |
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GLSL Essentials – Enrich your 3D scenes with the power of GLSL | https://www.stubbornhuang.com/1466/ |
Cover | Title | Url |
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Computer Animation – Algorithms and Techniques (First Edition) | https://www.stubbornhuang.com/1467/ | |
Computer Animation – Algorithms and Techniques (Third Edition) | https://www.stubbornhuang.com/1471/ |
Cover | Title | Url |
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The Ray Tracer Challenge – A Test-Driven Guide to Your First 3D Renderer | https://www.stubbornhuang.com/1556/ |
Cover | Title | Url |
---|---|---|
Ray Tracing - A Tool for All | https://www.stubbornhuang.com/1558/ |
Cover | Title | Url |
---|---|---|
Cloth Simulation for Computer Graphics | https://www.stubbornhuang.com/1560/ |
Cover | Title | Url |
---|---|---|
Real-Time Volume Graphics | https://www.stubbornhuang.com/1564/ |
Cover | Title | Url |
---|---|---|
Computer Graphics from Scratch - A Programmer's Introduction to 3D Rendering | https://www.stubbornhuang.com/1569/ |
Cover | Title | Url |
---|---|---|
3D Game Engine Design - A Practical Approach to Real-Time Computer Graphics | https://www.stubbornhuang.com/1592/ |
Cover | Title | Url |
---|---|---|
3D Game Engine Architecture - Engineering Real-Time Applications with Wild Magic | https://www.stubbornhuang.com/1664/ |
Cover | Title | Url |
---|---|---|
Real-Time Cameras – A Guide for Game Designers and Developers | https://www.stubbornhuang.com/1596/ |
Cover | Title | Url |
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Game AI Pro - Collected Wisdom of Game AI Professionals | https://www.stubbornhuang.com/1599/ | |
Game AI Pro 2 – Collected Wisdom of Game AI Professionals | https://www.stubbornhuang.com/1600/ | |
Game AI Pro 3 – Collected Wisdom of Game AI Professionals | https://www.stubbornhuang.com/1601/ |
Cover | Title | Url |
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Game AI Pro 360 – Guide to Architecture | https://www.stubbornhuang.com/1602/ | |
Game AI Pro 360 - Guide to Character Behavior | https://www.stubbornhuang.com/1604/ | |
Game AI Pro 360 – Guide to Movement and Pathfinding | https://www.stubbornhuang.com/1605/ | |
Game AI Pro 360 - Guide to Tactics and Strategy | https://www.stubbornhuang.com/1607/ |
Cover | Title | Url |
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Visualizing Quaternions | https://www.stubbornhuang.com/1609/ |
Cover | Title | Url |
---|---|---|
Quaternions for Computer Graphics , First Edition | https://www.stubbornhuang.com/1612/ | |
Quaternions for Computer Graphics , Second Edition | https://www.stubbornhuang.com/2206 |
Cover | Title | Url |
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3D Engine Design for Virtual Globes | https://www.stubbornhuang.com/1613/ |
Cover | Title | Url |
---|---|---|
Texturing and Modeling – A Procedural Approach, Third Edition | https://www.stubbornhuang.com/1614/ |
Cover | Title | Url |
---|---|---|
Level of Detail for 3D Graphics | https://www.stubbornhuang.com/1624/ |
Cover | Title | Url |
---|---|---|
Non-Photorealistic Rendering | https://www.stubbornhuang.com/1631/ |
Cover | Title | Url |
---|---|---|
Non-Photorealistic Computer Graphics - Modeling, Rendering, and Animation | https://www.stubbornhuang.com/1634/ |
The Algorithms and Principles of Non-photorealistic Graphics - Artistic Rendering and Cartoon Animation
Cover | Title | Url |
---|---|---|
The Algorithms and Principles of Non-photorealistic Graphics - Artistic Rendering and Cartoon Animation | https://www.stubbornhuang.com/1635/ |
Cover | Title | Url |
---|---|---|
Digital Character Development - Theory and Practice , First Edition | https://www.stubbornhuang.com/1677/ | |
Digital Character Development - Theory and Practice , Second Edition | https://www.stubbornhuang.com/1678/ |
3D Graphics Rendering Cookbook - A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan
Cover | Title | Url |
---|---|---|
3D Graphics Rendering Cookbook - A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan | https://www.stubbornhuang.com/1679/ |
Cover | Title | Url |
---|---|---|
Tricks of the 3D Game Programming Gurus - Advanced 3D Graphics and Rasterization | https://www.stubbornhuang.com/1682/ |
Cover | Title | Url |
---|---|---|
Graphics Programming Methods | https://www.stubbornhuang.com/1685/ |
Cover | Title | Url |
---|---|---|
Principles of Digital Image Synthesis , Volume 1 | https://www.stubbornhuang.com/1693/ | |
Principles of Digital Image Synthesis , Volume 2 | https://www.stubbornhuang.com/1693/ |
Cover | Title | Url |
---|---|---|
Digital Image Processing , Second Edition | https://www.stubbornhuang.com/1714/ | |
Digital Image Processing , Third Edition | https://www.stubbornhuang.com/1717/ | |
Digital Image Processing , Fourth Edition | https://www.stubbornhuang.com/1718/ |
Cover | Title | Url |
---|---|---|
Game Development Tools | https://www.stubbornhuang.com/1696/ |
Cover | Title | Url |
---|---|---|
Div, Grad, Curl, and All That – An Informal Text on Vector Calculus , Third Edition | https://www.stubbornhuang.com/1720/ | |
Div, Grad, Curl, and All That - An Informal Text on Vector Calculus , Forth Edition | https://www.stubbornhuang.com/1721/ |
Cover | Title | Url |
---|---|---|
Game Programming Algorithms and Techniques - A Platform-Agnostic Approach | https://www.stubbornhuang.com/1729/ |
Cover | Title | Url |
---|---|---|
Game Programming Patterns | https://www.stubbornhuang.com/1730/ |
Cover | Title | Url |
---|---|---|
Game Programming Golden Rules | https://www.stubbornhuang.com/1731/ |
Cover | Title | Url |
---|---|---|
Augmented Reality - Principles and Practice | https://www.stubbornhuang.com/1734/ |
Practical Augmented Reality - A Guide to the Technologies, Applications, and Human Factors for AR and VR-Addison
Cover | Title | Url |
---|---|---|
Practical Augmented Reality - A Guide to the Technologies, Applications, and Human Factors for AR and VR-Addison | https://www.stubbornhuang.com/1735/ |
Cover | Title | Url |
---|---|---|
VR Developer Gems | https://www.stubbornhuang.com/1739/ |
Cover | Title | Url |
---|---|---|
Image Objects - An Archaeology of Computer Graphics | https://www.stubbornhuang.com/1740/ |
Cover | Title | Url |
---|---|---|
Advanced High Dynamic Range Imaging, First Edition | https://www.stubbornhuang.com/1744/ | |
Advanced High Dynamic Range Imaging, Second Edition | https://www.stubbornhuang.com/1745/ |
Cover | Title | Url |
---|---|---|
A Biography of the Pixel | https://www.stubbornhuang.com/1750/ |
Cover | Title | Url |
---|---|---|
Computer Graphics Programming in OpenGL with C++, First Edition | https://www.stubbornhuang.com/1753/ | |
Computer Graphics Programming in OpenGL with C++, Second Edition | https://www.stubbornhuang.com/1757/ |
Cover | Title | Url |
---|---|---|
GPGPU Programming for Games and Science | https://www.stubbornhuang.com/1760/ |
Cover | Title | Url |
---|---|---|
Computer Facial Animation , Second Edition | https://www.stubbornhuang.com/1762/ |
Cover | Title | Url |
---|---|---|
Handbook of Digital Image Synthesis - Scientific Foundations of Rendering | https://www.stubbornhuang.com/1764/ |
Cover | Title | Url |
---|---|---|
Image Content Retargeting - Maintaining Color, Tone, and Spatial Consistency | https://www.stubbornhuang.com/1767/ |
Cover | Title | Url |
---|---|---|
Introduction to Computer Graphics - A Practical Learning Approach | https://www.stubbornhuang.com/1768/ |
Cover | Title | Url |
---|---|---|
Direct3D Rendering Cookbook | https://www.stubbornhuang.com/1771/ |
Cover | Title | Url |
---|---|---|
Practical Algorithms for 3D Computer Graphics, Second Edition | https://www.stubbornhuang.com/1772/ |
Cover | Title | Url |
---|---|---|
Computer Graphics - From Pixels to Programmable Graphics Hardware | https://www.stubbornhuang.com/1774/ |
Cover | Title | Url |
---|---|---|
The History of Visual Magic in Computers - How Beautiful Images are Made in CAD, 3D, VR and AR | https://www.stubbornhuang.com/1779/ |
Cover | Title | Url |
---|---|---|
WebGL Programming Guide - Interactive 3D Graphics Programming with WebGL | https://www.stubbornhuang.com/1781/ |
Cover | Title | Url |
---|---|---|
Beginning DirectX 11 Game Programming | https://www.stubbornhuang.com/1782/ |
Cover | Title | Url |
---|---|---|
The CUDA Handbook - A Comprehensive Guide to GPU Programming | https://www.stubbornhuang.com/1784/ |
Cover | Title | Url |
---|---|---|
OpenGL Development Cookbook | https://www.stubbornhuang.com/1786/ |
Cover | Title | Url |
---|---|---|
GPU Computing Gems, Jade Edition | https://www.stubbornhuang.com/1789/ | |
GPU Computing Gems, Emerald Edition | https://www.stubbornhuang.com/1807/ |
Cover | Title | Url |
---|---|---|
3D Graphics for Game Programming | https://www.stubbornhuang.com/1819/ |
Cover | Title | Url |
---|---|---|
Light & Skin Interactions - Simulations for Computer Graphics Applications | https://www.stubbornhuang.com/1828/ |
Cover | Title | Url |
---|---|---|
Video Game Optimization | https://www.stubbornhuang.com/1829/ |
Cover | Title | Url |
---|---|---|
Mathematics for Computer Graphics , Second Edition | https://www.stubbornhuang.com/1832/ | |
Mathematics for Computer Graphics , Third Edition | https://www.stubbornhuang.com/1833/ | |
Mathematics for Computer Graphics , Fourth Edition | https://www.stubbornhuang.com/1835/ | |
Mathematics for Computer Graphics , Fifth Edition | https://www.stubbornhuang.com/1841/ |
Cover | Title | Url |
---|---|---|
An Integrated Introduction to Computer Graphics and Geometric Modeling | https://www.stubbornhuang.com/1842/ |
Cover | Title | Url |
---|---|---|
Digital Modeling of Material Appearance | https://www.stubbornhuang.com/1843/ |
Cover | Title | Url |
---|---|---|
Color Imaging - Fundamentals and Applications | https://www.stubbornhuang.com/1844/ |
Cover | Title | Url |
---|---|---|
Data Structures and Algorithms for Game Developers | https://www.stubbornhuang.com/1847/ |
Cover | Title | Url |
---|---|---|
Geometric Data Structures for Computer Graphics | https://www.stubbornhuang.com/1853/ |
Cover | Title | Url |
---|---|---|
Advances in GPU Research and Practice | https://www.stubbornhuang.com/1860/ |
Cover | Title | Url |
---|---|---|
Learn OpenGL - Learn modern OpenGL graphics programming in a step-by-step fashion | https://www.stubbornhuang.com/1875/ |
Cover | Title | Url |
---|---|---|
Simulating Humans - Computer Graphics Animation and Control | https://www.stubbornhuang.com/1882/ |
Cover | Title | Url |
---|---|---|
WebGL Gems - Learn How To Create 3D Worlds And Games For Modern Web Browsers, First Edition | https://www.stubbornhuang.com/1887/ |
Cover | Title | Url |
---|---|---|
Computer Graphics, C Version , Second Edition | https://www.stubbornhuang.com/1888/ |
Cover | Title | Url |
---|---|---|
Vector Analysis for Computer Graphics , First Edition | https://www.stubbornhuang.com/1900/ | |
Vector Analysis for Computer Graphics , Second Edition | https://www.stubbornhuang.com/1905/ |
Cover | Title | Url |
---|---|---|
Calculus for Computer Graphics , First Edition | https://www.stubbornhuang.com/1906/ | |
Calculus for Computer Graphics , Second Edition | https://www.stubbornhuang.com/1910/ |
Cover | Title | Url |
---|---|---|
Digital Lighting & Rendering , First Edition | https://www.stubbornhuang.com/1911/ | |
Digital Lighting & Rendering , Third Edition | https://www.stubbornhuang.com/1915/ |
Cover | Title | Url |
---|---|---|
Foundations of 3D computer graphics | https://www.stubbornhuang.com/1918/ |
Cover | Title | Url |
---|---|---|
Computer Graphics with OpenGL , Third Edition | https://www.stubbornhuang.com/1922/ | |
Computer Graphics with OpenGL , Fourth Edition | https://www.stubbornhuang.com/1924/ |
Cover | Title | Url |
---|---|---|
Practical Linear Algebra - A Geometry Toolbox , First Edition | https://www.stubbornhuang.com/1926/ | |
Practical Linear Algebra - A Geometry Toolbox , Third Edition | https://www.stubbornhuang.com/1930/ | |
Practical Linear Algebra - A Geometry Toolbox , Fourth Edition | https://www.stubbornhuang.com/1931/ |
Cover | Title | Url |
---|---|---|
An Introduction to Ray Tracing | https://www.stubbornhuang.com/1947/ |
Cover | Title | Url |
---|---|---|
AI Game Engine Programming , First Edition | https://www.stubbornhuang.com/1954/ | |
AI Game Engine Programming , Second Edition | https://www.stubbornhuang.com/1956/ |
Cover | Title | Url |
---|---|---|
AI Game Programming Wisdom | https://www.stubbornhuang.com/1957/ | |
AI Game Programming Wisdom 4 | https://www.stubbornhuang.com/1959/ |
Cover | Title | Url |
---|---|---|
Artificial Intelligence for Games , First Edition | https://www.stubbornhuang.com/1964/ | |
Artificial Intelligence for Games , Second Edition | https://www.stubbornhuang.com/1968/ | |
Artificial Intelligence for Games , Third Edition | https://www.stubbornhuang.com/2298/ |
Cover | Title | Url |
---|---|---|
Behavioral Mathematics for Game AI | https://www.stubbornhuang.com/1972/ |
Cover | Title | Url |
---|---|---|
Cloth Modeling and Animation | https://www.stubbornhuang.com/1996/ |
Cover | Title | Url |
---|---|---|
Virtual Clothing - Theory and Practice | https://www.stubbornhuang.com/1998/ |
Cover | Title | Url |
---|---|---|
Computer Graphics and Geometric Modelling - Implementation and Algorithms | https://www.stubbornhuang.com/2020/ |
Cover | Title | Url |
---|---|---|
Designing the User Experience of Game Development Tools | https://www.stubbornhuang.com/2023/ |
Cover | Title | Url |
---|---|---|
Real-Time 3D Graphics with WebGL 2 - Build interactive 3D applications with JavaScript and WebGL 2 (OpenGL ES 3.0), Second Edition | https://www.stubbornhuang.com/2196/ |
Cover | Title | Url |
---|---|---|
Rotation Transforms for Computer Graphics , First Edition | https://www.stubbornhuang.com/2302 |
Cover | Title | Url |
---|---|---|
Matrix Transforms for Computer Games and Animation | https://www.stubbornhuang.com/2309 |
Cover | Title | Url |
---|---|---|
Mathematical Basics of Motion and Deformation in Computer Graphics , Second Edition | https://www.stubbornhuang.com/2311/ |
Cover | Title | Url |
---|---|---|
Geometric and Discrete Path Planning for Interactive Virtual Worlds | https://www.stubbornhuang.com/2316 |
Cover | Title | Url |
---|---|---|
Hands-On C++ Game Animation Programming | https://www.stubbornhuang.com/2446/ |
封面 | 书名 | 下载链接 |
---|---|---|
An Introduction to Computational Fluid Dynamics - The Finite Volume Method (First Edition) | https://www.stubbornhuang.com/2503/ | |
An Introduction to Computational Fluid Dynamics - The Finite Volume Method (Second Edition) | https://www.stubbornhuang.com/2504/ |
Cover | Title | Url |
---|---|---|
Polygon Mesh Processing | https://www.stubbornhuang.com/1058/ |
Cover | Title | Url |
---|---|---|
Computational Geometry – Algorithms and Applications, First Edition | https://www.stubbornhuang.com/1428/ | |
Computational Geometry – Algorithms and Applications, Second Edition | https://www.stubbornhuang.com/1430/ | |
Computational Geometry - Algorithms and Applications, Third Edition | https://www.stubbornhuang.com/900/ |
Cover | Title | Url |
---|---|---|
Handbook of Discrete and Computational Geometry, First Edition | https://www.stubbornhuang.com/1424/ | |
Handbook of Discrete and Computational Geometry, Second Edition | https://www.stubbornhuang.com/1426/ | |
Handbook of Discrete and Computational Geometry, Third Edition | https://www.stubbornhuang.com/1102/ |
Cover | Title | Url |
---|---|---|
Geometric tools for computer graphics(Philip J. Schneider, and David H. Eberly) | https://www.stubbornhuang.com/1100/ |
Cover | Title | Url |
---|---|---|
Computational Geometry in C, First Edition | https://www.stubbornhuang.com/1432/ | |
Computational Geometry in C, Second Edition | https://www.stubbornhuang.com/1096/ |
Cover | Title | Url |
---|---|---|
Computational Geometry:An Introduction | https://www.stubbornhuang.com/1093/ |
Cover | Title | Url |
---|---|---|
Geometric Algebra for Computer Science – An Object-Oriented Approach to Geometry (First Edition) | https://www.stubbornhuang.com/1360/ |
Cover | Title | Url |
---|---|---|
Isosurfaces – Geometry, Topology, and Algorithms | https://www.stubbornhuang.com/1364/ |
Cover | Title | Url |
---|---|---|
Guide to Computational Geometry Processing Foundations, Algorithms, and Methods | https://www.stubbornhuang.com/1431/ |
Cover | Title | Url |
---|---|---|
Discrete and Computational Geometry | https://www.stubbornhuang.com/1567/ |
Cover | Title | Url |
---|---|---|
Robust and Error-Free Geometric Computing | https://www.stubbornhuang.com/1572/ |
Cover | Title | Url |
---|---|---|
Implicit Curves and Surfaces - Mathematics, Data Structures and Algorithms | https://www.stubbornhuang.com/1573/ |
Cover | Title | Url |
---|---|---|
Computational Geometry - An Introduction Through Randomized Algorithms | https://www.stubbornhuang.com/1574/ |
Cover | Title | Url |
---|---|---|
Effective Computational Geometry for Curves and Surfaces | https://www.stubbornhuang.com/1576/ |
Cover | Title | Url |
---|---|---|
Nonlinear Computational Geometry | https://www.stubbornhuang.com/1590/ |
Cover | Title | Url |
---|---|---|
Handbook of Computer Aided Geometric Design | https://www.stubbornhuang.com/1591/ |
Computational Geometry on Surfaces - Performing Computational Geometry on the Cylinder, the Sphere, the Torus, and the Cone
Cover | Title | Url |
---|---|---|
Computational Geometry on Surfaces - Performing Computational Geometry on the Cylinder, the Sphere, the Torus, and the Cone | https://www.stubbornhuang.com/1594/ |
Cover | Title | Url |
---|---|---|
Geometry for Computer Graphics - Formulae, Examples and Proofs | https://www.stubbornhuang.com/1820/ |
Cover | Title | Url |
---|---|---|
Introduction to Computing with Geometry | https://www.stubbornhuang.com/1878/ |
Cover | Title | Url |
---|---|---|
Curves and Surfaces for Computer Graphics | https://www.stubbornhuang.com/2128/ |