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Must-read and classic books of computational geometry and computer graphics

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HW140701/Book-list-of-computational-geometry-and-computer-graphics

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[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 10, 2023. It is not finished yet to be continued.

welcome star !

Personal Website:https://www.stubbornhuang.com/1256/

中文说明

Booklist of Computer Graphics

  • 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
  • Mastering Graphics Programming with Vulkan
  • Practical Shader Development - Vertex and Fragment Shaders for Game Developers
  • The Modern Vulkan Cookbook - A practical guide to 3D graphics and advanced real-time rendering techniques in Vulkan

Booklist of Computational Geometry

  • 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
  • Geometry for Programmers

Books of Computer Graphics

Fundamentals of Computer Graphics

CoverTitleUrl
Fundamentals of Computer Graphics, Second Editionhttps://www.stubbornhuang.com/1343/
Fundamentals of Computer Graphics, Third Editionhttps://www.stubbornhuang.com/1065/
Fundamentals of Computer Graphics, Fourth Editionhttps://www.stubbornhuang.com/1071/
https://www.stubbornhuang.com/wp-content/uploads/2022/01/wp_editor_md_2bcd7899f5f369700e29047a926fa745.jpgFundamentals of Computer Graphics, Fifth Editionhttps://www.stubbornhuang.com/1894/

Physically Based Rendering From Theory To Implementation

CoverTitleUrl
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/
https://www.stubbornhuang.com/wp-content/uploads/2023/05/wp_editor_md_07848f519668c9f76590e14ad419891f.jpgPhysically Based Rendering From Theory To Implementation (Fourth Edition)https://www.stubbornhuang.com/2605/

Real-Time Rendering

CoverTitleUrl
Real-Time Rendering, Second Editionhttps://www.stubbornhuang.com/1503/
Real-Time Rendering, Third Editionhttps://www.stubbornhuang.com/896/
Real-Time Rendering, Fourth Editionhttps://www.stubbornhuang.com/897/

GPU Gems

CoverTitleUrl
GPU Gems 1 – Programming Techniques, Tips and Tricks for Real-Time Graphicshttps://www.stubbornhuang.com/1230/
GPU Gems 2 – Programming Techniques for High-Performance Graphics and General-Purpose Computationhttps://www.stubbornhuang.com/1231/
GPU Gems 3https://www.stubbornhuang.com/1233/

ShaderX

CoverTitleUrl
ShaderX1 – Vertex and Pixel Shader Tips and Trickshttps://www.stubbornhuang.com/1294/
ShaderX2 – Introductions and Tutorials with DirectX9.0https://www.stubbornhuang.com/1298/
ShaderX3 – Advanced Rendering with DirectX and OpenGLhttps://www.stubbornhuang.com/1300/
ShaderX4 - Advanced Rendering Techniqueshttps://www.stubbornhuang.com/2877/
ShaderX5 – Advanced Rendering Techniqueshttps://www.stubbornhuang.com/1305/
ShaderX6 - Advanced Rendering Techniqueshttps://www.stubbornhuang.com/2878/
ShaderX7 – Advanced Rendering Techniqueshttps://www.stubbornhuang.com/1312/

GPU Pro

CoverTitleUrl
GPU Pro 1 – Advanced Rendering Techniqueshttps://www.stubbornhuang.com/1275/
GPU Pro 2 – Advanced Rendering Techniqueshttps://www.stubbornhuang.com/1280/
GPU Pro 3 – Advanced Rendering Techniqueshttps://www.stubbornhuang.com/1282/
GPU Pro 4 – Advanced Rendering Techniqueshttps://www.stubbornhuang.com/1285/
GPU Pro 5 – Advanced Rendering Techniqueshttps://www.stubbornhuang.com/1286/
GPU Pro 6 – Advanced Rendering Techniqueshttps://www.stubbornhuang.com/1288/
GPU Pro 7 – Advanced Rendering Techniqueshttps://www.stubbornhuang.com/1292/

GPU Zen

CoverTitleUrl
GPU Zen 1:Advanced Rendering Techniqueshttps://www.stubbornhuang.com/899/
GPU Zen 2:Advanced Rendering Techniqueshttps://www.stubbornhuang.com/1341/

GPU Pro 360

CoverTitleUrl
GPU Pro 360 – Guide to 3D Engine Designhttps://www.stubbornhuang.com/1320/
GPU Pro 360 – Guide to Geometry Manipulationhttps://www.stubbornhuang.com/1321/
GPU Pro 360 – Guide to GPGPUhttps://www.stubbornhuang.com/1322/
GPU Pro 360 – Guide to Image Spacehttps://www.stubbornhuang.com/1323/
GPU Pro 360 – Guide to Lightinghttps://www.stubbornhuang.com/1328/
GPU Pro 360 – Guide to Mobile Deviceshttps://www.stubbornhuang.com/1333/
GPU Pro 360 – Guide to Renderinghttps://www.stubbornhuang.com/1337/
GPU Pro 360 – Guide to Shadowshttps://www.stubbornhuang.com/1339/

Foundations of Game Engine Development

CoverTitleUrl
Foundations of Game Engine Development, Volume 1 Mathematicshttps://www.stubbornhuang.com/1345/
Foundations of Game Engine Development, Volume 2 Renderinghttps://www.stubbornhuang.com/1347/

3D Math Primer for Graphics and Game Development

CoverTitleUrl
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/

Essential Mathematics for Games and Interactive Applications

CoverTitleUrl
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/

Jim Blinn's Corner

CoverTitleUrl
Jim Blinn’s Corner – A Trip Down the Graphics Pipelinehttps://www.stubbornhuang.com/1316/
Jim Blinn‘s Corner – Dirty Pixelshttps://www.stubbornhuang.com/1317/
Jim Blinn’s Corner – Notation, Notation, Notationhttps://www.stubbornhuang.com/1318/

Game Engine Gems

CoverTitleUrl
Game Engine Gems 1https://www.stubbornhuang.com/1234/
Game Engine Gems 2https://www.stubbornhuang.com/1238/
Game Engine Gems 3https://www.stubbornhuang.com/1240/

Game Engine Architecture

CoverTitleUrl
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/

Graphics Gems

CoverTitleUrl
Graphics Gems Ihttps://www.stubbornhuang.com/1242/
Graphics Gems IIhttps://www.stubbornhuang.com/1244/
Graphics Gems IIIhttps://www.stubbornhuang.com/1249/
Graphics Gems IVhttps://www.stubbornhuang.com/1254/
Graphics Gems Vhttps://www.stubbornhuang.com/1255/

Ray Tracing in One Week

CoverTitleUrl
Ray Tracing in One Weekendhttps://www.stubbornhuang.com/1085/
Ray Tracing – The Next Weekhttps://www.stubbornhuang.com/1088/
Ray Tracing – The Rest of Your Lifehttps://www.stubbornhuang.com/1091/

Game Programming Gems

CoverTitleUrl
Game Programming Gems 1https://www.stubbornhuang.com/1258/
Game Programming Gems 2https://www.stubbornhuang.com/1261/
Game Programming Gems 3https://www.stubbornhuang.com/1263/
Game Programming Gems 4https://www.stubbornhuang.com/1267/
Game Programming Gems 5缺失
 Game Programming Gems 6https://www.stubbornhuang.com/1271/
Game Programming Gems 7https://www.stubbornhuang.com/1273/
Game Programming Gems 8https://www.stubbornhuang.com/1274/

The HDRI Handbook

CoverTitleUrl
The HDRI Handbook- High Dynamic Range Imaging for Photographers and CG Artistshttps://www.stubbornhuang.com/1217/
The HDRI Handbook 2.0- High Dynamic Range Imaging for Photographers and CG Artistshttps://www.stubbornhuang.com/1219/

High Dynamic Range Imaging

CoverTitleUrl
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/

Interactive Computer Graphics

CoverTitleUrl
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/

Realistic Image Synthesis Using Photon Mapping

CoverTitleUrl
Realistic Image Synthesis Using Photon Mappinghttps://www.stubbornhuang.com/1200/

Ray Tracing Gems

CoverTitleUrl
Ray Tracing Gems – High-Quality and Real-Time Rendering with DXR and Other APIshttps://www.stubbornhuang.com/1185/
Ray Tracing Gems II - Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX-Apresshttps://www.stubbornhuang.com/1551/

Efficient Illumination Algorithms for Global Illumination In Interactive and Real-Time Rendering

CoverTitleUrl
Efficient Illumination Algorithms for Global Illumination In Interactive and Real-Time Renderinghttps://www.stubbornhuang.com/1177/

Mathematics for 3D Game Programming and Computer Graphics

CoverTitleUrl
Mathematics for 3D Game Programming and Computer Graphics, Second Editionhttps://www.stubbornhuang.com/1174/
Mathematics for 3D Game Programming and Computer Graphics, Third Editionhttps://www.stubbornhuang.com/1175/

Real-Time Shadows

CoverTitleUrl
Real-Time Shadowshttps://www.stubbornhuang.com/1074/

Advanced global illumination

CoverTitleUrl
Advanced global illumination (2nd Edition)https://www.stubbornhuang.com/1056/

Computer Graphics Principles and Practice

CoverTitleUrl
Computer Graphics Principles and Practice (3rd edition)https://www.stubbornhuang.com/1054/

Computer Graphics Through OpenGL – From Theory to Experiments

CoverTitleUrl
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/

Game Physics Engine Development

CoverTitleUrl
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/

Graphics Shaders - Theory and Practice

CoverTitleUrl
Graphics Shaders – Theory and Practice (Second Edition)https://www.stubbornhuang.com/1361/

Insights

CoverTitleUrl
OpenGL Insightshttps://www.stubbornhuang.com/1366/
WebGL Insightshttps://www.stubbornhuang.com/1367/

The Magic of Computer Graphics - Landmarks in Rendering

CoverTitleUrl
The Magic of Computer Graphics – Landmarks in Renderinghttps://www.stubbornhuang.com/1368/

OpenGL Programming Guide

CoverTitleUrl
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/

OpenGL SuperBible

CoverTitleUrl
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/

OpenGL 4.0 Shading Language Cookbook

CoverTitleUrl
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/

OpenGL Shading Language

CoverTitleUrl
OpenGL Shading Language (Third Edition)https://www.stubbornhuang.com/1374/

Fluid Engine Development

CoverTitleUrl
Fluid Engine Developmenthttps://www.stubbornhuang.com/1378/

Fluid Simulation for Computer Graphics

CoverTitleUrl
Fluid Simulation for Computer Graphics, First Editionhttps://www.stubbornhuang.com/1060/
Fluid Simulation for Computer Graphics, Second Editionhttps://www.stubbornhuang.com/1063/

The Nature of Code - Simulating Natural Systems with Processing

CoverTitleUrl
The Nature of Code - Simulating Natural Systems with Processinghttps://www.stubbornhuang.com/1610/

Game Physics Pearls

CoverTitleUrl
Game Physics Pearlshttps://www.stubbornhuang.com/1379/

Game Physics

CoverTitleUrl
Game Physics (First Edition)https://www.stubbornhuang.com/1381/
Game Physics (Second Edition)https://www.stubbornhuang.com/1382/

Game Physics Cookbook

CoverTitleUrl
Game Physics Cookbookhttps://www.stubbornhuang.com/1746/

Physics for Game Developers

CoverTitleUrl
Physics for Game Developers(First Edition)https://www.stubbornhuang.com/1383/
Physics for Game Developers(Second Edition)https://www.stubbornhuang.com/1385/

Physics for Game Programmers

CoverTitleUrl
Physics for Game Programmershttps://www.stubbornhuang.com/1386/

Physics Modeling for Game Programmers

CoverTitleUrl
Physics Modeling for Game Programmershttps://www.stubbornhuang.com/1389/

Physics-Based Animation

CoverTitleUrl
Physics-Based Animationhttps://www.stubbornhuang.com/1390/

Foundations of Physically Based Modeling and Animation

CoverTitleUrl
Foundations of Physically Based Modeling and Animationhttps://www.stubbornhuang.com/1223/

Production Volume Rendering - Design and Implementation

CoverTitleUrl
Production Volume Rendering – Design and Implementationhttps://www.stubbornhuang.com/1391/

Collision Detection in Interactive 3D Environments

CoverTitleUrl
Collision Detection in Interactive 3D Environmentshttps://www.stubbornhuang.com/1392/

Real-Time Collision Detection

CoverTitleUrl
Real-Time Collision Detectionhttps://www.stubbornhuang.com/1395/

Introduction to 3D Game Programming with DirectX

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/05/wp_editor_md_fdbb51a6820e1fe31e77d770c7c4ff7d.jpgIntroduction to 3D Game Programming with DirectX 9.0https://www.stubbornhuang.com/2125/
https://www.stubbornhuang.com/wp-content/uploads/2022/05/wp_editor_md_c0653d7b9acfae6a54c0dc2402ba39ea.jpgIntroduction to 3D Game Programming with DirectX 10https://www.stubbornhuang.com/2116/
Introduction to 3D Game Programming with DirectX 11https://www.stubbornhuang.com/1554/
Introduction to 3D Game Programming with DirectX 12https://www.stubbornhuang.com/1397/

Practical Rendering and Computation with Direct3D 11

CoverTitleUrl
Practical Rendering and Computation with Direct3D 11https://www.stubbornhuang.com/1665/

Real-Time 3D Rendering with DirectX and HLSL - A Practical Guide to Graphics Programming

CoverTitleUrl
Real-Time 3D Rendering with DirectX and HLSL - A Practical Guide to Graphics Programminghttps://www.stubbornhuang.com/1668/

The Art of Fluid Animation

CoverTitleUrl
The Art of Fluid Animationhttps://www.stubbornhuang.com/1418/

Ray Tracing from the Ground Up

CoverTitleUrl
Ray Tracing from the Ground Uphttps://www.stubbornhuang.com/1420/

Character Animation With Direct3D

CoverTitleUrl
Character Animation With Direct3Dhttps://www.stubbornhuang.com/1421/

Real-time 3D Character Animation with Visual C++

CoverTitleUrl
Real-time 3D Character Animation with Visual C++https://www.stubbornhuang.com/1674/

Vulkan Programming Guide - The Official Guide to Learning Vulkan

CoverTitleUrl
Vulkan Programming Guide – The Official Guide to Learning Vulkanhttps://www.stubbornhuang.com/1423/

Learning Vulkan

CoverTitleUrl
Learning Vulkanhttps://www.stubbornhuang.com/1501/

Vulkan Cookbook - Work through recipes to unlock the full potential of the next generation graphics API-Vulkan

CoverTitleUrl
Vulkan Cookbook – Work through recipes to unlock the full potential of the next generation graphics API-Vulkanhttps://www.stubbornhuang.com/1502/

GLSL Essentials - Enrich your 3D scenes with the power of GLSL

CoverTitleUrl
GLSL Essentials – Enrich your 3D scenes with the power of GLSLhttps://www.stubbornhuang.com/1466/

Computer Animation - Algorithms and Techniques

CoverTitleUrl
Computer Animation – Algorithms and Techniques (First Edition)https://www.stubbornhuang.com/1467/
Computer Animation – Algorithms and Techniques (Third Edition)https://www.stubbornhuang.com/1471/

The Ray Tracer Challenge - A Test-Driven Guide to Your First 3D Renderer

CoverTitleUrl
The Ray Tracer Challenge – A Test-Driven Guide to Your First 3D Rendererhttps://www.stubbornhuang.com/1556/

Ray Tracing - A Tool for All

CoverTitleUrl
Ray Tracing - A Tool for Allhttps://www.stubbornhuang.com/1558/

Cloth Simulation for Computer Graphics

CoverTitleUrl
Cloth Simulation for Computer Graphicshttps://www.stubbornhuang.com/1560/

Real-Time Volume Graphics

CoverTitleUrl
Real-Time Volume Graphicshttps://www.stubbornhuang.com/1564/

Computer Graphics from Scratch - A Programmer's Introduction to 3D Rendering

CoverTitleUrl
Computer Graphics from Scratch - A Programmer's Introduction to 3D Renderinghttps://www.stubbornhuang.com/1569/

3D Game Engine Design - A Practical Approach to Real-Time Computer Graphics

CoverTitleUrl
3D Game Engine Design - A Practical Approach to Real-Time Computer Graphicshttps://www.stubbornhuang.com/1592/

3D Game Engine Architecture - Engineering Real-Time Applications with Wild Magic

CoverTitleUrl
3D Game Engine Architecture - Engineering Real-Time Applications with Wild Magichttps://www.stubbornhuang.com/1664/

Real-Time Cameras - A Guide for Game Designers and Developers

CoverTitleUrl
Real-Time Cameras – A Guide for Game Designers and Developershttps://www.stubbornhuang.com/1596/

Game AI Pro - Collected Wisdom of Game AI Professionals

CoverTitleUrl
Game AI Pro - Collected Wisdom of Game AI Professionalshttps://www.stubbornhuang.com/1599/
Game AI Pro 2 – Collected Wisdom of Game AI Professionalshttps://www.stubbornhuang.com/1600/
Game AI Pro 3 – Collected Wisdom of Game AI Professionalshttps://www.stubbornhuang.com/1601/

Game AI Pro 360

CoverTitleUrl
Game AI Pro 360 – Guide to Architecturehttps://www.stubbornhuang.com/1602/
Game AI Pro 360 - Guide to Character Behaviorhttps://www.stubbornhuang.com/1604/
Game AI Pro 360 – Guide to Movement and Pathfindinghttps://www.stubbornhuang.com/1605/
Game AI Pro 360 - Guide to Tactics and Strategyhttps://www.stubbornhuang.com/1607/

Visualizing Quaternions

CoverTitleUrl
Visualizing Quaternionshttps://www.stubbornhuang.com/1609/

Quaternions for Computer Graphics

CoverTitleUrl
Quaternions for Computer Graphics , First Editionhttps://www.stubbornhuang.com/1612/
https://www.stubbornhuang.com/wp-content/uploads/2022/07/wp_editor_md_d90f6e0444ef4a0da211f104d89cf0d3.jpgQuaternions for Computer Graphics , Second Editionhttps://www.stubbornhuang.com/2206

3D Engine Design for Virtual Globes

CoverTitleUrl
3D Engine Design for Virtual Globeshttps://www.stubbornhuang.com/1613/

Texturing and Modeling - A Procedural Approach

CoverTitleUrl
Texturing and Modeling – A Procedural Approach, Third Editionhttps://www.stubbornhuang.com/1614/

Level of Detail for 3D Graphics

CoverTitleUrl
Level of Detail for 3D Graphicshttps://www.stubbornhuang.com/1624/

Non-Photorealistic Rendering

CoverTitleUrl
Non-Photorealistic Renderinghttps://www.stubbornhuang.com/1631/

Non-Photorealistic Computer Graphics - Modeling, Rendering, and Animation

CoverTitleUrl
Non-Photorealistic Computer Graphics - Modeling, Rendering, and Animationhttps://www.stubbornhuang.com/1634/

The Algorithms and Principles of Non-photorealistic Graphics - Artistic Rendering and Cartoon Animation

CoverTitleUrl
The Algorithms and Principles of Non-photorealistic Graphics - Artistic Rendering and Cartoon Animationhttps://www.stubbornhuang.com/1635/

Digital Character Development - Theory and Practice

CoverTitleUrl
Digital Character Development - Theory and Practice , First Editionhttps://www.stubbornhuang.com/1677/
Digital Character Development - Theory and Practice , Second Editionhttps://www.stubbornhuang.com/1678/

3D Graphics Rendering Cookbook - A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan

CoverTitleUrl
3D Graphics Rendering Cookbook - A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkanhttps://www.stubbornhuang.com/1679/

Tricks of the 3D Game Programming Gurus - Advanced 3D Graphics and Rasterization

CoverTitleUrl
Tricks of the 3D Game Programming Gurus - Advanced 3D Graphics and Rasterizationhttps://www.stubbornhuang.com/1682/

Graphics Programming Methods

CoverTitleUrl
Graphics Programming Methodshttps://www.stubbornhuang.com/1685/

Principles of Digital Image Synthesis

CoverTitleUrl
Principles of Digital Image Synthesis , Volume 1https://www.stubbornhuang.com/1693/
Principles of Digital Image Synthesis , Volume 2https://www.stubbornhuang.com/1693/

Digital Image Processing

CoverTitleUrl
Digital Image Processing , Second Editionhttps://www.stubbornhuang.com/1714/
Digital Image Processing , Third Editionhttps://www.stubbornhuang.com/1717/
Digital Image Processing , Fourth Editionhttps://www.stubbornhuang.com/1718/

Game Development Tools

CoverTitleUrl
Game Development Toolshttps://www.stubbornhuang.com/1696/

Div, Grad, Curl, and All That - An Informal Text on Vector Calculus

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Div, Grad, Curl, and All That – An Informal Text on Vector Calculus , Third Editionhttps://www.stubbornhuang.com/1720/
Div, Grad, Curl, and All That - An Informal Text on Vector Calculus , Forth Editionhttps://www.stubbornhuang.com/1721/

Game Programming Algorithms and Techniques - A Platform-Agnostic Approach

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Game Programming Algorithms and Techniques - A Platform-Agnostic Approachhttps://www.stubbornhuang.com/1729/

Game Programming Patterns

CoverTitleUrl
Game Programming Patternshttps://www.stubbornhuang.com/1730/

Game Programming Golden Rules

CoverTitleUrl
Game Programming Golden Ruleshttps://www.stubbornhuang.com/1731/

Augmented Reality - Principles and Practice

CoverTitleUrl
Augmented Reality - Principles and Practicehttps://www.stubbornhuang.com/1734/

Practical Augmented Reality - A Guide to the Technologies, Applications, and Human Factors for AR and VR-Addison

CoverTitleUrl
Practical Augmented Reality - A Guide to the Technologies, Applications, and Human Factors for AR and VR-Addisonhttps://www.stubbornhuang.com/1735/

VR Developer Gems

CoverTitleUrl
VR Developer Gemshttps://www.stubbornhuang.com/1739/

Image Objects - An Archaeology of Computer Graphics

CoverTitleUrl
Image Objects - An Archaeology of Computer Graphicshttps://www.stubbornhuang.com/1740/

Advanced High Dynamic Range Imaging

CoverTitleUrl
Advanced High Dynamic Range Imaging, First Editionhttps://www.stubbornhuang.com/1744/
Advanced High Dynamic Range Imaging, Second Editionhttps://www.stubbornhuang.com/1745/

A Biography of the Pixel

CoverTitleUrl
A Biography of the Pixelhttps://www.stubbornhuang.com/1750/

Computer Graphics Programming in OpenGL with C++

CoverTitleUrl
Computer Graphics Programming in OpenGL with C++, First Editionhttps://www.stubbornhuang.com/1753/
Computer Graphics Programming in OpenGL with C++, Second Editionhttps://www.stubbornhuang.com/1757/

GPGPU Programming for Games and Science

CoverTitleUrl
GPGPU Programming for Games and Sciencehttps://www.stubbornhuang.com/1760/

Computer Facial Animation

CoverTitleUrl
Computer Facial Animation , Second Editionhttps://www.stubbornhuang.com/1762/

Handbook of Digital Image Synthesis - Scientific Foundations of Rendering

CoverTitleUrl
Handbook of Digital Image Synthesis - Scientific Foundations of Renderinghttps://www.stubbornhuang.com/1764/

Image Content Retargeting - Maintaining Color, Tone, and Spatial Consistency

CoverTitleUrl
Image Content Retargeting - Maintaining Color, Tone, and Spatial Consistencyhttps://www.stubbornhuang.com/1767/

Introduction to Computer Graphics - A Practical Learning Approach

CoverTitleUrl
Introduction to Computer Graphics - A Practical Learning Approachhttps://www.stubbornhuang.com/1768/

Direct3D Rendering Cookbook

CoverTitleUrl
Direct3D Rendering Cookbookhttps://www.stubbornhuang.com/1771/

Practical Algorithms for 3D Computer Graphics

CoverTitleUrl
Practical Algorithms for 3D Computer Graphics, Second Editionhttps://www.stubbornhuang.com/1772/

Computer Graphics - From Pixels to Programmable Graphics Hardware

CoverTitleUrl
Computer Graphics - From Pixels to Programmable Graphics Hardwarehttps://www.stubbornhuang.com/1774/

The History of Visual Magic in Computers - How Beautiful Images are Made in CAD, 3D, VR and AR

CoverTitleUrl
The History of Visual Magic in Computers - How Beautiful Images are Made in CAD, 3D, VR and ARhttps://www.stubbornhuang.com/1779/

WebGL Programming Guide - Interactive 3D Graphics Programming with WebGL

CoverTitleUrl
WebGL Programming Guide - Interactive 3D Graphics Programming with WebGLhttps://www.stubbornhuang.com/1781/

Beginning DirectX 11 Game Programming

CoverTitleUrl
Beginning DirectX 11 Game Programminghttps://www.stubbornhuang.com/1782/

The CUDA Handbook - A Comprehensive Guide to GPU Programming

CoverTitleUrl
The CUDA Handbook - A Comprehensive Guide to GPU Programminghttps://www.stubbornhuang.com/1784/

OpenGL Development Cookbook

CoverTitleUrl
OpenGL Development Cookbookhttps://www.stubbornhuang.com/1786/

GPU Computing Gems

CoverTitleUrl
GPU Computing Gems, Jade Editionhttps://www.stubbornhuang.com/1789/
GPU Computing Gems, Emerald Editionhttps://www.stubbornhuang.com/1807/

3D Graphics for Game Programming

CoverTitleUrl
3D Graphics for Game Programminghttps://www.stubbornhuang.com/1819/

Light & Skin Interactions - Simulations for Computer Graphics Applications

CoverTitleUrl
Light & Skin Interactions - Simulations for Computer Graphics Applicationshttps://www.stubbornhuang.com/1828/

Video Game Optimization

CoverTitleUrl
Video Game Optimizationhttps://www.stubbornhuang.com/1829/

Mathematics for Computer Graphics

CoverTitleUrl
Mathematics for Computer Graphics , Second Editionhttps://www.stubbornhuang.com/1832/
Mathematics for Computer Graphics , Third Editionhttps://www.stubbornhuang.com/1833/
Mathematics for Computer Graphics , Fourth Editionhttps://www.stubbornhuang.com/1835/
Mathematics for Computer Graphics , Fifth Editionhttps://www.stubbornhuang.com/1841/

An Integrated Introduction to Computer Graphics and Geometric Modeling

CoverTitleUrl
An Integrated Introduction to Computer Graphics and Geometric Modelinghttps://www.stubbornhuang.com/1842/

Digital Modeling of Material Appearance

CoverTitleUrl
Digital Modeling of Material Appearancehttps://www.stubbornhuang.com/1843/

Color Imaging - Fundamentals and Applications

CoverTitleUrl
Color Imaging - Fundamentals and Applicationshttps://www.stubbornhuang.com/1844/

Data Structures and Algorithms for Game Developers

CoverTitleUrl
Data Structures and Algorithms for Game Developershttps://www.stubbornhuang.com/1847/

Geometric Data Structures for Computer Graphics

CoverTitleUrl
Geometric Data Structures for Computer Graphicshttps://www.stubbornhuang.com/1853/

Advances in GPU Research and Practice

CoverTitleUrl
Advances in GPU Research and Practicehttps://www.stubbornhuang.com/1860/

Learn OpenGL - Learn modern OpenGL graphics programming in a step-by-step fashion

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2021/12/wp_editor_md_486ee6eb27a3e5ad140d07bf356d36c7.jpgLearn OpenGL - Learn modern OpenGL graphics programming in a step-by-step fashionhttps://www.stubbornhuang.com/1875/

Simulating Humans - Computer Graphics Animation and Control

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2021/12/wp_editor_md_8cd5e0610e0a325bae232d61ecbbddcf.jpgSimulating Humans - Computer Graphics Animation and Controlhttps://www.stubbornhuang.com/1882/

WebGL Gems - Learn How To Create 3D Worlds And Games For Modern Web Browsers

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/01/wp_editor_md_70d43d019c7f6af2cdd72da6a5f53e16.jpgWebGL Gems - Learn How To Create 3D Worlds And Games For Modern Web Browsers, First Editionhttps://www.stubbornhuang.com/1887/

Computer Graphics, C Version

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/01/wp_editor_md_369f0b3f33e48ec7bcfa044141a21c30.jpgComputer Graphics, C Version , Second Editionhttps://www.stubbornhuang.com/1888/

Vector Analysis for Computer Graphics

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/01/wp_editor_md_1ea71e8262fca0f7516b661a75652f40.jpgVector Analysis for Computer Graphics , First Editionhttps://www.stubbornhuang.com/1900/
https://www.stubbornhuang.com/wp-content/uploads/2022/01/wp_editor_md_f0125e18f9039ea7965c64ee3dfa5e2b.jpgVector Analysis for Computer Graphics , Second Editionhttps://www.stubbornhuang.com/1905/

Calculus for Computer Graphics

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/01/wp_editor_md_4aeddf4afca328b444a3d4acda492ae1.jpgCalculus for Computer Graphics , First Editionhttps://www.stubbornhuang.com/1906/
https://www.stubbornhuang.com/wp-content/uploads/2022/01/wp_editor_md_714eced2182a3eb0bdeee332bb1a2d05.jpgCalculus for Computer Graphics , Second Editionhttps://www.stubbornhuang.com/1910/

Digital Lighting & Rendering

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/01/wp_editor_md_bb893f84c5bee585ac0b3525fefd9ed5.jpgDigital Lighting & Rendering , First Editionhttps://www.stubbornhuang.com/1911/
https://www.stubbornhuang.com/wp-content/uploads/2022/01/wp_editor_md_ba795e98049e0f84ad76805bcc18ec12.jpgDigital Lighting & Rendering , Third Editionhttps://www.stubbornhuang.com/1915/

Foundations of 3D computer graphics

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/01/wp_editor_md_ad74c95bb711fc882d57ede482bc1be3.jpgFoundations of 3D computer graphicshttps://www.stubbornhuang.com/1918/

Computer Graphics with OpenGL

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/01/wp_editor_md_d34d4d2c5c742d82d87398ad0b41238d.jpgComputer Graphics with OpenGL , Third Editionhttps://www.stubbornhuang.com/1922/
https://www.stubbornhuang.com/wp-content/uploads/2022/01/wp_editor_md_deabaa53fe93bb2e5bd228637313c857.jpgComputer Graphics with OpenGL , Fourth Editionhttps://www.stubbornhuang.com/1924/

Practical Linear Algebra - A Geometry Toolbox

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/01/wp_editor_md_e004aad0cba4af7d64241a86a86db147.jpgPractical Linear Algebra - A Geometry Toolbox , First Editionhttps://www.stubbornhuang.com/1926/
https://www.stubbornhuang.com/wp-content/uploads/2022/01/wp_editor_md_9c75f7cff76610ef1735eb79ebb476d7.jpgPractical Linear Algebra - A Geometry Toolbox , Third Editionhttps://www.stubbornhuang.com/1930/
https://www.stubbornhuang.com/wp-content/uploads/2022/01/wp_editor_md_a5756e3e2af6a4461c0bc1f421757095.jpgPractical Linear Algebra - A Geometry Toolbox , Fourth Editionhttps://www.stubbornhuang.com/1931/

An Introduction to Ray Tracing

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/01/wp_editor_md_002f032124515dd672ca4046d934ba3c.jpgAn Introduction to Ray Tracinghttps://www.stubbornhuang.com/1947/

AI Game Engine Programming

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/02/wp_editor_md_c7314b5c3caf3159b7133de6d19b8df8.jpgAI Game Engine Programming , First Editionhttps://www.stubbornhuang.com/1954/
https://www.stubbornhuang.com/wp-content/uploads/2022/02/wp_editor_md_473442df84fa3163afe1f085a40b00df.jpgAI Game Engine Programming , Second Editionhttps://www.stubbornhuang.com/1956/

AI Game Programming Wisdom

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/02/wp_editor_md_2e7d268477a85b1daf7f89e85b35696f.jpgAI Game Programming Wisdomhttps://www.stubbornhuang.com/1957/
https://www.stubbornhuang.com/wp-content/uploads/2022/02/wp_editor_md_c74c0e4ee8d6818ce6a781c7f7c5ec9c.jpgAI Game Programming Wisdom 4https://www.stubbornhuang.com/1959/

Artificial Intelligence for Games

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/02/wp_editor_md_89b71561dfcd53165c06694d6d67d7b7.jpgArtificial Intelligence for Games , First Editionhttps://www.stubbornhuang.com/1964/
https://www.stubbornhuang.com/wp-content/uploads/2022/02/wp_editor_md_58638dce5c093420973aa8f47cf5911a.jpgArtificial Intelligence for Games , Second Editionhttps://www.stubbornhuang.com/1968/
https://www.stubbornhuang.com/wp-content/uploads/2022/08/wp_editor_md_146e20a10c683af76e97b2ce66855042.jpgArtificial Intelligence for Games , Third Editionhttps://www.stubbornhuang.com/2298/

Behavioral Mathematics for Game AI

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/02/wp_editor_md_f5463d98a0c6c200a64ffe0ee17d60ce.jpgBehavioral Mathematics for Game AIhttps://www.stubbornhuang.com/1972/

Cloth Modeling and Animation

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/03/wp_editor_md_15bfc06a1e4c64ea520e29d489df07e8.jpgCloth Modeling and Animationhttps://www.stubbornhuang.com/1996/

Virtual Clothing - Theory and Practice

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/03/wp_editor_md_77bec32254e0d9ef5734c75d5e8aa8a4.jpgVirtual Clothing - Theory and Practicehttps://www.stubbornhuang.com/1998/

Computer Graphics and Geometric Modelling - Implementation and Algorithms

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/03/wp_editor_md_07b10e2cb402d6f582142faf76912eb9.jpgComputer Graphics and Geometric Modelling - Implementation and Algorithmshttps://www.stubbornhuang.com/2020/

Designing the User Experience of Game Development Tools

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/03/wp_editor_md_e76539ca44f35e63faf42e62505578ac.jpgDesigning the User Experience of Game Development Toolshttps://www.stubbornhuang.com/2023/

Real-Time 3D Graphics with WebGL 2

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/07/wp_editor_md_92e892775d9e548dbd0bf795817ea8b5.jpgReal-Time 3D Graphics with WebGL 2 - Build interactive 3D applications with JavaScript and WebGL 2 (OpenGL ES 3.0), Second Editionhttps://www.stubbornhuang.com/2196/

Rotation Transforms for Computer Graphics

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/08/wp_editor_md_517b864799f14af8d10ecb7d753af59a.jpgRotation Transforms for Computer Graphics , First Editionhttps://www.stubbornhuang.com/2302

Matrix Transforms for Computer Games and Animation

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/08/wp_editor_md_c43729eb409086886574e01cd40779e6.jpgMatrix Transforms for Computer Games and Animationhttps://www.stubbornhuang.com/2309

Mathematical Basics of Motion and Deformation in Computer Graphics

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/08/wp_editor_md_6f4e45c3349d7aacd54d3ed0b4cff099.jpgMathematical Basics of Motion and Deformation in Computer Graphics , Second Editionhttps://www.stubbornhuang.com/2311/

Geometric and Discrete Path Planning for Interactive Virtual Worlds

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/08/wp_editor_md_6c49641e1548f47956c27d1c56f98038.jpgGeometric and Discrete Path Planning for Interactive Virtual Worldshttps://www.stubbornhuang.com/2316

Hands-On C++ Game Animation Programming

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/12/wp_editor_md_07272b7fb825157cab1bd7bdb040fb5b.jpgHands-On C++ Game Animation Programminghttps://www.stubbornhuang.com/2446/

An Introduction to Computational Fluid Dynamics - The Finite Volume Method

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2023/02/wp_editor_md_3f69bc69281c5854e94441bc417b764a.jpgAn Introduction to Computational Fluid Dynamics - The Finite Volume Method (First Edition)https://www.stubbornhuang.com/2503/
https://www.stubbornhuang.com/wp-content/uploads/2023/02/wp_editor_md_2c5265bfecce8878c9ca25d0361307b4.jpgAn Introduction to Computational Fluid Dynamics - The Finite Volume Method (Second Edition)https://www.stubbornhuang.com/2504/

Mastering Graphics Programming with Vulkan

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2023/05/wp_editor_md_490006674f1f609e8aa20de247621fc9.jpgMastering Graphics Programming with Vulkanhttps://www.stubbornhuang.com/2616/

Practical Shader Development - Vertex and Fragment Shaders for Game Developers

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2023/08/wp_editor_md_5d2a7c7f189dccf598b9844baf2947f2.jpgPractical Shader Development - Vertex and Fragment Shaders for Game Developershttps://www.stubbornhuang.com/2750/

The Modern Vulkan Cookbook - A practical guide to 3D graphics and advanced real-time rendering techniques in Vulkan

CoverTitleUrl
The Modern Vulkan Cookbook – A practical guide to 3D graphics and advanced real-time rendering techniques in Vulkanhttps://www.stubbornhuang.com/3050/

Booklist of Computational Geometry

Polygon Mesh Processing

CoverTitleUrl
Polygon Mesh Processinghttps://www.stubbornhuang.com/1058/

Computational Geometry – Algorithms and Applications

CoverTitleUrl
Computational Geometry – Algorithms and Applications, First Editionhttps://www.stubbornhuang.com/1428/
Computational Geometry – Algorithms and Applications, Second Editionhttps://www.stubbornhuang.com/1430/
Computational Geometry - Algorithms and Applications, Third Editionhttps://www.stubbornhuang.com/900/

Handbook of Discrete and Computational Geometry

CoverTitleUrl
Handbook of Discrete and Computational Geometry, First Editionhttps://www.stubbornhuang.com/1424/
Handbook of Discrete and Computational Geometry, Second Editionhttps://www.stubbornhuang.com/1426/
Handbook of Discrete and Computational Geometry, Third Editionhttps://www.stubbornhuang.com/1102/

Geometric tools for computer graphics

CoverTitleUrl
Geometric tools for computer graphics(Philip J. Schneider, and David H. Eberly)https://www.stubbornhuang.com/1100/

Computational Geometry in C

CoverTitleUrl
Computational Geometry in C, First Editionhttps://www.stubbornhuang.com/1432/
Computational Geometry in C, Second Editionhttps://www.stubbornhuang.com/1096/

Computational Geometry:An Introduction

CoverTitleUrl
Computational Geometry:An Introductionhttps://www.stubbornhuang.com/1093/

Geometric Algebra for Computer Science - An Object-Oriented Approach to Geometry

CoverTitleUrl
Geometric Algebra for Computer Science – An Object-Oriented Approach to Geometry (First Edition)https://www.stubbornhuang.com/1360/

Isosurfaces - Geometry, Topology, and Algorithms

CoverTitleUrl
Isosurfaces – Geometry, Topology, and Algorithmshttps://www.stubbornhuang.com/1364/

Guide to Computational Geometry Processing Foundations, Algorithms, and Methods

CoverTitleUrl
Guide to Computational Geometry Processing Foundations, Algorithms, and Methodshttps://www.stubbornhuang.com/1431/

Discrete and Computational Geometry

CoverTitleUrl
Discrete and Computational Geometryhttps://www.stubbornhuang.com/1567/

Robust and Error-Free Geometric Computing

CoverTitleUrl
Robust and Error-Free Geometric Computinghttps://www.stubbornhuang.com/1572/

Implicit Curves and Surfaces - Mathematics, Data Structures and Algorithms

CoverTitleUrl
Implicit Curves and Surfaces - Mathematics, Data Structures and Algorithmshttps://www.stubbornhuang.com/1573/

Computational Geometry - An Introduction Through Randomized Algorithms

CoverTitleUrl
Computational Geometry - An Introduction Through Randomized Algorithmshttps://www.stubbornhuang.com/1574/

Effective Computational Geometry for Curves and Surfaces

CoverTitleUrl
Effective Computational Geometry for Curves and Surfaceshttps://www.stubbornhuang.com/1576/

Nonlinear Computational Geometry

CoverTitleUrl
Nonlinear Computational Geometryhttps://www.stubbornhuang.com/1590/

Handbook of Computer Aided Geometric Design

CoverTitleUrl
Handbook of Computer Aided Geometric Designhttps://www.stubbornhuang.com/1591/

Computational Geometry on Surfaces - Performing Computational Geometry on the Cylinder, the Sphere, the Torus, and the Cone

CoverTitleUrl
Computational Geometry on Surfaces - Performing Computational Geometry on the Cylinder, the Sphere, the Torus, and the Conehttps://www.stubbornhuang.com/1594/

Geometry for Computer Graphics - Formulae, Examples and Proofs

CoverTitleUrl
Geometry for Computer Graphics - Formulae, Examples and Proofshttps://www.stubbornhuang.com/1820/

Introduction to Computing with Geometry

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2021/12/wp_editor_md_21f50e042689167c9c0a655cb13fca17.jpgIntroduction to Computing with Geometryhttps://www.stubbornhuang.com/1878/

Curves and Surfaces for Computer Graphics

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2022/05/wp_editor_md_2c9fd83e1bc29291b8312008784c660c.jpgCurves and Surfaces for Computer Graphicshttps://www.stubbornhuang.com/2128/

Geometry for Programmers

CoverTitleUrl
https://www.stubbornhuang.com/wp-content/uploads/2023/05/wp_editor_md_bf2d8749e183435e24069d9aa73f2cad.jpgGeometry for Programmers, First Editionhttps://www.stubbornhuang.com/2604/

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