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GAME GRAPHICS
PROGRAMMING
ALLEN SHERROD
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Game Graphics Programming © 2008 Course Technology, a part of Cengage Learning.
Allen Sherrod ALL RIGHTS RESERVED. No part of this work covered by the copyright
herein may be reproduced, transmitted, stored, or used in any form or by
any means graphic, electronic, or mechanical, including but not limited to
Publisher and General Manager, photocopying, recording, scanning, digitizing, taping, Web distribution,
Course Technology PTR: information networks, or information storage and retrieval systems, except
Stacy L. Hiquet as permitted under Section 107 or 108 of the 1976 United States Copyright
Act, without the prior written permission of the publisher.
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This book is dedicated to my friends and family, who have always believed
in me and wished me well. This is also dedicated to you, the reader, for
honoring me by showing your support.
ACKNOWLEDGMENTS
INTRODUCTION xvii
PART 1 I N T R O D U C T I O N T O G AME G R A P H I C S 1
CHAPTER 1 I N T R O D U C T I O N T O G AME G R A P H I C S 3
Computer Graphics in the Media 4
Graphics in Print 5
Graphics in Movies and TV 5
Computer Graphics in Video Games 6
2D Graphics 6
3D Graphics 8
Rasterization and the Rendering Pipeline 9
XNA 12
About This Book 13
Purpose of This Book 14
Prerequisites and Prior Knowledge 14
Tools Used in This Book 16
Summary 20
Chapter Questions 21
CHAPTER 2 2D A N D 3D G R A P H I C S 23
Bits and Bytes 24
Memory Bits 25
Memory Bytes 26
Hexadecimal Values 27
Color Ranges 29
Low-Dynamic-Range Colors 29
High-Dynamic-Range Colors 29
Additional Color Information 31
Contents vii
2D Graphics 31
Sprites 32
Tiled Images and Backgrounds 33
3D Graphics 33
The Z Buffer 34
Shading Surfaces 35
Geometry and Primitives 35
Lines 36
Polygons 36
Triangles 37
Convex and Concave Polygons 39
Spheres and Boxes 40
Additional Geometric Objects 44
Loading Geometry 44
Mathematics Used in Computer Graphics 45
Vectors, Vertices, and Points 45
Transformations 48
Matrices 50
Rays 54
Planes 57
Frustums 61
Occlusions 63
Quaternion Rotations 64
Summary 66
Chapter Questions 66
Chapter Exercises 68
Tracing Rays 99
Storing Rendering Results to External Files 101
The Ray Tracer’s Main Source File 103
Real-Time Ray Tracing 106
Ray Tracing on Multi-Core Processors 106
Rendering Farms 107
Ray Tracing on the GPU 108
Ray Tracing Hardware 109
Additional Ray Tracing Topics 109
Summary 110
Chapter Questions 110
Chapter Exercises 111
C H A P T E R 13 S KY AND T E R R A I N R E N D E R I N G 489
Sky Rendering 490
Sky Planes 490
Sky Boxes 492
Sky Domes 493
Clouds 495
Terrains 496
Brute Force Rendering Terrains 496
Height Map Terrains 497
Terrain Generation 498
Terrain Box Filtering 500
Texturing Terrains 503
Terrain Patches 505
Additional Topics 506
Terrain Demo 507
Summary 508
Chapter Questions 508
Chapter Exercises 509
40
Chapter III
Louise as Queen
The King paid her debts, but ordered that in future she 49
must keep an account of her expenses and that they
should be paid out of his purse and the bills be laid
before him.
51
Chapter IV
Louise in Misfortune
“But is the King not with the army?” she asked again.
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