Networked Graphics. This item is unavailable.
Manuel Fradinho Oliveira Anthony Steed
5 ratings by Goodreads
Language: English
Published by Elsevier, 2009
- Hardcover
- New

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pp. xi + 522, Map.
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- Title
- Networked Graphics
- Author
- Manuel Fradinho Oliveira Anthony Steed
- Publisher
- Elsevier
- Publication year
- 2009
- Condition
- New
- Binding
- Hardcover
- Language
- English
- ISBN 10
- 0123744237
- ISBN 13
- 9780123744234
The days when Computer Graphics applications were represented by re-mastered Disney cartoons and Ms. PacMan are over. Fighter pilots and surgeons train to kill and save lives with computer graphics simulation environments. Massively multiplayer online games (MMOGs) allow hundreds or thousands of players to simultaneously interact in breathtakingly detailed 3D worlds they are connected to via the Internet.
This means that it's no longer enough for developers and programmers working on these apps to create incredible computer graphics. Now these graphics must also have sophisticated networking capabilities.
This comprehensive tutorial teaches programmers everything they need to know in order to create truly network-enabled computer graphics and games.
Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking. The text goes beyond simply ensuring that readers will achieve the best performance in a given design, to offer a broader view into what types of architectures are possible, uncovering the real differences between open and closed platforms.
The book explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions. Numerous examples and case studies with working code in C++ and Python are featured throughout the text, covering groundbreaking academic research and military simulation systems such as SimNet, RING and DIVE, as well as industry-leading game designs including Quake, modern MMOGs, Burnout and Secondlife.
*Everything designers need to know when developing networked graphics and games is covered in one volume- no need to consult multiple sources!
*The many examples throughout the text feature real simulation code in C++ and Python that developers can use in their own design experiments
*Over a dozen detailed case studies describe real-world systems to show designers how important skills and concepts can be practically implemented
This means that it's no longer enough for developers and programmers working on these apps to create incredible computer graphics. Now these graphics must also have sophisticated networking capabilities.
This comprehensive tutorial teaches programmers everything they need to know in order to create truly network-enabled computer graphics and games.
Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking. The text goes beyond simply ensuring that readers will achieve the best performance in a given design, to offer a broader view into what types of architectures are possible, uncovering the real differences between open and closed platforms.
The book explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions. Numerous examples and case studies with working code in C++ and Python are featured throughout the text, covering groundbreaking academic research and military simulation systems such as SimNet, RING and DIVE, as well as industry-leading game designs including Quake, modern MMOGs, Burnout and Secondlife.
*Everything designers need to know when developing networked graphics and games is covered in one volume- no need to consult multiple sources!
*The many examples throughout the text feature real simulation code in C++ and Python that developers can use in their own design experiments
*Over a dozen detailed case studies describe real-world systems to show designers how important skills and concepts can be practically implemented
"Synopsis" may belong to another edition of this title.
About the Author
Anthony Steed is a Professor at University College London. His research interests are in collaborative virtual environments, immersive virtual reality, interaction, and human animation. He has over 110 refereed conference and journal papers to date. He was program chair of the 2007, 2008, and 2009 IEEE Virtual Reality conferences. For part of the academic year 2006 - 2007 he was on sabbatical to Electronic Arts in Guildford. He is also the director of the Engineering Doctorate Centre in Virtual Environment, Imaging, and Visualization.
Manuel Fradinho Oliveira is the research director of Cyntelix, and is responsible for the business development of seveal successful innovations. His research interests include collaborative virtual environments, immersive virtual reality, networked virtual environments, game design, human factors, and serious games. He has more than 70 refereed conference and journal publications to date. His PhD thesis focused on creating networked virtual environment systems, which yielded a patent addressing subjective network compensation techniques.
Manuel Fradinho Oliveira is the research director of Cyntelix, and is responsible for the business development of seveal successful innovations. His research interests include collaborative virtual environments, immersive virtual reality, networked virtual environments, game design, human factors, and serious games. He has more than 70 refereed conference and journal publications to date. His PhD thesis focused on creating networked virtual environment systems, which yielded a patent addressing subjective network compensation techniques.
"About the title" may belong to another edition of this title.