Game Development Reference
In-Depth Information
6 . Describe the three components of the Phong reflection model. Why is it
considered a local lighting model?
7 . What are the tradeoffs between Gouraud and Phong shading?
8 . What are the issues with using the Painter's algorithm in a 3D scene?
How does z-buffering solve these issues?
9 . Why are quaternions preferable to Euler angles for rotation representa-
tions?
10 . Construct a quaternion that rotates about the x-axis by 90°.
Additional References
Akenine-Möller, Tomas, et. al. Real-Time Rendering (3rd Edition) . Wellesley:
AK Peters, 2008. This is considered the de facto reference for rendering program-
mers. Although this latest edition is a few years old now, it still is by far the best
overview of rendering for games programmers.
Luna, Frank. Introduction to 3D Game Programming with DirectX 11 . Dulles:
Mercury Learning & Information, 2012. One thing about rendering topics is
they often focus on one specific API. So there are DirectX topics and OpenGL
topics. Luna has written DirectX topics since at least 2003, and when I was a bud-
ding game programmer I learned a great deal from one of his early topics. So if
you are planning on using DirectX for your game (remember that it's PC only), I'd
recommend this topic.
Search WWH ::




Custom Search