Real-Time Visual Effects for Game Programming

This book introduces the latest visual effects (VFX) techniques that can be applied to game programming. The usefulness of the physicality-based VFX techniques, such as water, fire, smoke, and wind, has been proven through active involvement and utilizati

  • PDF / 12,874,180 Bytes
  • 238 Pages / 453.543 x 683.15 pts Page_size
  • 102 Downloads / 204 Views

DOWNLOAD

REPORT


Chang-Hun Kim Sun-Jeong Kim Soo-Kyun Kim Shin-Jin Kang

Real-Time Visual Effects for Game Programming

Gaming Media and Social Effects Editor-in-chief Henry Been-Lirn Duh, Hobart, Australia Series editor Anton Nijholt, Enschede, The Netherlands

More information about this series at http://www.springer.com/series/11864

Chang-Hun Kim Sun-Jeong Kim Soo-Kyun Kim Shin-Jin Kang •



Real-Time Visual Effects for Game Programming

123

Chang-Hun Kim Computer Science and Engineering Korea University Seoul Korea, Republic of (South Korea)

Soo-Kyun Kim Game Engineering Pai Chai University Daejeon Korea, Republic of (South Korea)

Sun-Jeong Kim Convergence Software Hallym University Chuncheon Korea, Republic of (South Korea)

Shin-Jin Kang School of Game Hongik University Sejong Korea, Republic of (South Korea)

ISSN 2197-9685 ISSN 2197-9693 (electronic) Gaming Media and Social Effects ISBN 978-981-287-486-3 ISBN 978-981-287-487-0 (eBook) DOI 10.1007/978-981-287-487-0 Library of Congress Control Number: 2015934438 Springer Singapore Heidelberg New York Dordrecht London © Springer Science+Business Media Singapore 2015 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. Printed on acid-free paper Springer Science+Business Media Singapore Pte Ltd. is part of Springer Science+Business Media (www.springer.com)

Acknowledgments

We would like to specially thank Jeong-Mo Hong. In our lab, he was a pioneer in the field of fluid simulation and inspired colleagues with a lot of brilliant ideas. Also we really appreciate the great support of Jaeho Im, MyungJin Choi, Jong-Hyun Kim, Ki-hoon Kim, and TaeHyeong Kim. Finally, we wish to express gratitude and love to our family. This book was supported by the Basic Science Research Program through the National Research Foundation of Korea (NRF) funded by the Ministry of Science, ICT and Future Planning (No. 2014R1A2A2A01007143).

v

Contents

1

2

Basic Concepts of Visual Effects . . . . . . . . . . . . . . . . . 1.1 Water . . . . . . . . . . . .