Physically Based Rendering
This book describes both the mathematical theory behind a modern photorealistic rendering system and its practical implementation
This book describes both the mathematical theory behind a modern photorealistic rendering system and its practical implementation
Real-Time Rendering combines fundamental principles with guidance on the latest techniques to provide a complete reference on three-dimensional interactive computer graphics
This updated international bestseller provides an introduction to programming interactive computer graphics with an emphasis on game development using DirectX 12.
This book explores a wide range of modern graphics programming techniques and GPU compute methods to make the best use of the Vulkan API.
Architecting Networked Games (Game Design)
This book is a quick and practical introduction to the most important audio programming topics that any game developer is expected to know.
Game Engine Toolset Development provides you with a core set of skills and a comprehensive insight that will aid you in the development of game engine utilities, significantly reducing the time period associated with the construction phase of a project.
This book has only bit of text and plenty of drawings attempting to describe in great detail the Wolfenstein 3D game engine and its hardware, the IBM PC with an Intel 386 CPU and a VGA graphic card
This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome.
In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.