HUDU

Networked Graphics


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Dezember 2009

Beschreibung

Beschreibung

This broad-ranging book equips programmers and designers with a thorough grounding in the techniques used 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 offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. The book explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions. Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs. 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 Java that developers can use in their own design experiments. Case studies describing real-world systems show how requirements and constraints can be managed. This broad-ranging book equips programmers and designers with a thorough grounding in the techniques used 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 offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. The book explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions. Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs. 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 Java that developers can use in their own design experiments. Case studies describing real-world systems show how requirements and constraints can be managed.

Inhaltsverzeichnis

PART I GROUNDWORK CHAPTER 1 Introduction CHAPTER 2 One on One (101) CHAPTER 3 Overview of the Internet CHAPTER 4 More Than Two PART II FOUNDATIONS CHAPTER 5 Issues in Networking Graphics CHAPTER 6 Sockets and Middleware CHAPTER 7 Middleware and Message-Based Systems CHAPTER 8 Middleware and Object-Sharing Systems CHAPTER 9 Other Networking Components PART III REAL SYSTEMS CHAPTER 10 Requirements CHAPTER 11 Latency and Consistency CHAPTER 12 Scalability CHAPTER 13 Application Support Issues PART I GROUNDWORK CHAPTER 1 Introduction CHAPTER 2 One on One (101) CHAPTER 3 Overview of the Internet CHAPTER 4 More Than Two PART II FOUNDATIONS CHAPTER 5 Issues in Networking Graphics CHAPTER 6 Sockets and Middleware CHAPTER 7 Middleware and Message-Based Systems CHAPTER 8 Middleware and Object-Sharing Systems CHAPTER 9 Other Networking Components PART III REAL SYSTEMS CHAPTER 10 Requirements CHAPTER 11 Latency and Consistency CHAPTER 12 Scalability CHAPTER 13 Application Support Issues

Portrait

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.
EAN: 9780123744234
ISBN: 0123744237
Untertitel: Building Networked Games and Virtual Environments. 'Morgan Kaufmann'. Approx. 200 illustrations (100 in full color). Sprache: Englisch.
Verlag: Elsevier LTD, Oxford
Erscheinungsdatum: Dezember 2009
Seitenanzahl: 686 Seiten
Format: gebunden
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