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计算机图形学书单

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计算机图形学必读的10本书

计算机图形学诞生于二十世纪六十年代,主要的研究内容是研究如何使用数学算法在计算机中有效地表达、生成、处理以及显示相关图像和图形。作为一门计算机应用科学,计算机图形学近年来的快速发展极大地促进了计算机辅助设计、虚拟现实、游戏、动画、影视特效等行业的发展。

为了帮助同学们更好地学习计算机图形学,我们邀请微软亚洲研究院网络图形组研究员董悦为大家推荐了该领域相关的经典书籍,内容涵盖图形学基础原理、渲染基础与算法、计算几何与几何处理、表观建模等。

计算机图形学基础

计算机图形学:原理及实践封面

计算机图形学:原理及实践

Computer Graphics: Principles and Practice

★★★ 6.9385页
作者: John F. Hughes / Andries van Dam / Morgan Mcguire / David F. Sklar / James D. Foley / Steven K. Feiner / Kurt Akeley
译者: 彭群生 / 刘新国 / 苗兰芳 / 吴鸿智
出版社: 机械工业出版社出版年份: 2018-11-1
ISBN: 9787111611806丛书: 计算机科学丛书

内容简介

本书是计算机图形学领域的著作,系统全面地介绍了计算机图形学领域的关键概念、算法、技术和应用。本书先介绍了如何创建二维和三维图像,接下来介绍了更为广泛的话题,包括图像表示和操纵、图像和信号处理、图像的缩放、纹理和纹理映射、交互技术、曲线分割、曲面分割、形状的隐式表示、网格、光、材料和散射、颜色、光传输、概率和蒙特卡洛集成、动画、空间数据结构、现代图形学硬件等内容。

推荐理由

本书为四位图形学界大师的经典著作。作为计算机图形学入门基础最佳教程,该书内容涵盖非常广泛,从最基础的rasterization algorithm到现代GPU设计及并行计算应有尽有。这本书之所以有名一方面是因为其全面地介绍了计算机图形学的基本概念和经典算法,另一方面也来自于这本书的历史地位。该书第一版出版于1982年,可以说这本教材见证了计算机图形学界的发展,当然,本书也多次改版增添了大量内容以适应计算机图形学的飞速发展。从任何一个角度看,本书都是值得学习的经典入门书目。

物理渲染从理论到实现封面

物理渲染从理论到实现

Physically Based Rendering: From Theory to Implementation

作者: Greg Humpherys Matt Pharr
译者: 李秋霞
出版社: 清华大学出版社出版年份: 2017-1
ISBN: 9787302449812

内容简介

本书详细阐述了与物理渲染相关的高效解决方案,主要包括几何形状和转换,图元和相交加速计算,颜色和辐射度,相机模型,采样和重构,反射模型,材质、纹理、体散射、光源、蒙特卡罗积分、光线传输等内容。此外,本书还提供了相应的算法、代码以及伪代码,以帮助读者进一步理解相关方案的实现过程。

推荐理由

基于光线追踪的渲染算法最佳教材,该教材在渲染领域如雷贯耳,曾获得软件界 Jolt 图书类大奖,在计算机图形学界鼎鼎大名!同时与该书配套的渲染系统PBRT也在计算机图形学领域被广泛应用,是学界最常用的渲染引擎之一。该书的作者也是渲染领域的几位大师级专家,该书涉及了光线追踪渲染的各个方向,同时该书的最新版也及时引入了大量新近的光线追踪渲染算法。光线追踪已经是现代电影特效工业的基础模块,同时随着基于GPU的光线追踪的发展,光线追踪在游戏中也会逐渐发挥自己的特长。该书是学习渲染的入门必读书目。

实时渲染(暂无中文版)封面

实时渲染(暂无中文版)

Real-Time Rendering, 4th Edition

★★★★½ 9.91198页
作者: Tomas Akenine-Möller / Eric Haines / Naty Hoffman
出版社: A K Peters/CRC Press出版年份: 2018-8-6
ISBN: 9781138627000

内容简介

Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.

推荐理由

前面那本书讲的是完全基于物理的光线追踪渲染系统,然而对于绝大多数游戏和实时交互场景,光线追踪的效率相对低下,无法满足实时计算的要求,因此在游戏引擎等实时性要求较高的应用中,人们设计了很多用于实时渲染的算法。本书出自三位具有丰富游戏引擎设计经验的大师之手,该书也是实时渲染领域的经典著作,几经再版,更新最新的实时渲染技术。当前最新的第四版也引入了很多最新游戏中使用的最新技术,值得每一位对实时渲染和游戏渲染系统感兴趣的同学学习。

渲染算法进阶

下面这两本更偏向于学术著述,需要有一定的渲染基础知识才可以阅读,然而由于出自先进渲染算法的几位经典导师之手,这两本书对于想深入研究渲染系统,或者希望在渲染领域进行学术研究的同学也是必读的书目,在阅读过程中也能学习到技术之外的一些关于如何设计这些算法的深刻思考。

全局光照算法技术(第2版)封面

全局光照算法技术(第2版)

Advanced Global Illumination, 2nd Edition

作者: Philip Dutre, Philippe Bekaert, Kavita Bala
译者: 黄刚 等
出版社: 清华大学出版社出版年份: 2019-11-1
ISBN: 9787302522461

内容简介

本书详细阐述了与全局光照算法技术相关的基本解决方案,主要包括光传输物理学、蒙特卡罗方法、计算 光传输的策略、随机路径追踪算法、随机辐射度算法、混合算法、真实感和渲染速度等内容。此外,本书还提 供了相应的示例,以帮助读者进一步理解相关方案的实现过程。 本书适合作为高等院校计算机及相关专业的教材和教学参考书,也可作为相关开发人员的自学教材和参考手册。

推荐理由

本书基本围绕光线追踪这一分支下基于蒙特卡罗的光线追踪体系,根据概率计算有效提高渲染效率,同时始终对渲染结果做出无偏估计。是学习蒙特卡罗光线追踪的重要教材。

使用光子映射的真实感图像合成(暂无中文)封面

使用光子映射的真实感图像合成(暂无中文)

Realistic Image Synthesis Using Photon Mapping, 1st Edition

作者: Henrik Wann Jensen
出版社: AK Peters, Ltd.出版年份: 2001-07-15
ISBN: 9781568811475

内容简介

暂无

推荐理由

本书主要介绍利用Photon Mapping进行有效计算全局光照和半透明渲染的方法,Photon Mapping虽然是一种有偏估计算法,但是该算法在一些特殊的渲染过程中具有非常高的计算效率优势,因此,Photon Mapping依然是电影工业中进行渲染计算不可或缺的重要部分。该书对Photon Mapping进行了深入浅出的介绍,是学习该方法的最佳读物。

计算几何与几何处理

计算几何:算法与应用(第3版)封面

计算几何:算法与应用(第3版)

Computational Geometry: Algorithms and Applications, 3rd Edition

★★★★½ 9.2407页
作者: Mark de Berg, Otfried Cheong, Marc van Kreveld, Mark Overmars
译者: 邓俊辉
出版社: 清华大学出版社出版年份: 2009-6
ISBN: 9787302199380丛书: 世界著名计算机教材精选

内容简介

《计算几何:算法与应用(第3版)》的前4章对几何算法进行了讨论,包括几何求交、三角剖分、线性规划等,其中涉及的随机算法也是《计算几何:算法与应用(第3版)》的一个鲜明特点。第5章至第10章介绍了多种几何结构,包括几何查找、kd树、区域树、梯形图、Voronoi图、排列、Delaunay三角剖分、区间树、优先查找树以及线段树等。第11章至第16章结合实际问题,继续讨论了若干几何算法及其数据结构,包括高维凸包、空间二分及BSP树、运动规划、网格生成及四叉树、最短路径查找及可见性图、单纯性区域查找及划分树和切分树等,这些也是对前10章内容的进一步深化。《计算几何:算法与应用(第3版)》不仅内容全面,而且紧扣实际应用,重点突出,既有深入的讲解,同时每章都设有“注释及评论”和“习题”,方便读者更深入的理解,被世界众多大学作为教材。计算几何是计算机理论科学的一个重要分支,自20世纪70年代末从算法设计与分析中独立出来起,已经有了巨大的发展,不仅产生了一系列重要的理论成果,也在众多实际领域中得到了广泛的应用。

推荐理由

计算几何是图形学的一个重要数学基础,本书围绕计算机图形学应用总结了计算几何的经典算法,是计算几何的经典入门书目。

《多边形网格处理》(暂无中文)封面

《多边形网格处理》(暂无中文)

Polygon Mesh Processing, 1st Edition

★★★★½ 9.5250页
作者: Mario Botsch / Leif Kobbelt / Mark Pauly / Pierre Alliez / Bruno Levy
出版社: A K Peters出版年份: 2010-9-22
ISBN: 9781568814261

推荐理由

几何处理是计算机图形学的一个重要研究方向,本书出自几位当今活跃在科研一线的几何处理大师之手,基本涵盖了几何处理的各个重要研究方向,每个章节还为想深入研究该方向的同学列出了扩展阅读的材料,适合想深入学习研究几何处理的同学研读。

表观建模

材质外观的数字建模封面

材质外观的数字建模

Digital Modeling of Material Appearance (The Morgan Kaufmann Series in Computer Graphics), 1st Edition

作者: Julie Dorsey / Holly Rushmeier / François Sillion
出版社: Morgan Kaufmann出版年份: 2007-12-14
ISBN: 9780122211812

内容简介

这是关于材料外观数字建模的第一部全面著作:它解释了如何将物理学和工程学中的模型与敏锐的观察技能相结合,用于计算机图形渲染。本书由外观建模和渲染领域的顶尖专家撰写,适合希望了解材料建模工具通用框架的从业者,以及致力于开发新建模技术的研究人员。本书不是特定软件系统的“操作指南”,而是提供了基础知识的深入探讨和关键进展的详细覆盖。

推荐理由

表观建模研究物体与光线的交互作用,体现了物体的材质属性。本书出自表观建模的几位先驱者,全面系统地介绍了表观建模的概念和领域的多个重要方向。虽然此书出版时间相对较早,但本书作为表观建模领域的入门教材依然值得每个想在这个领域进行深入研究的同学阅读。同时,由于渲染与表观密不可分,因此也建议对表观建模感兴趣的同学结合前面介绍的渲染相关的书籍进行学习。

高动态范围图像

高动态范围成像:采集、显示与基于图像的照明(暂无中文)封面

高动态范围成像:采集、显示与基于图像的照明(暂无中文)

High Dynamic Range Imaging: Acquisition, Display, and Image-Based Lighting 2nd Edition

作者: Karol Myszkowski / Sumanta Pattanaik Wolfgang Heidrich Erik Reinhard Paul Debevec
出版社: Morgan Kaufmann出版年份: 2010-06-15
ISBN: 9780123749147

内容简介

这本开创性著作首次完整描述了高动态范围成像(HDRI)技术,涵盖从捕捉设备到色调还原及基于图像的照明等广泛主题。所阐述的技术使您能够生成动态范围更接近真实世界的图像,从而带来无与伦比的视觉体验。无论是作为该领域的入门指南还是权威技术参考,对于从事计算机图形学、电影、视频、摄影或照明设计等图像相关工作的专业人士而言,本书都具有不可替代的价值。

推荐理由

高动态范围图像已经在当前图形学产业界有了非常广泛的应用,现在的手机相机也大多带有HDR拍照的功能。本书由HDR领域的多位先驱者共同编写,全面深入地介绍了HDR图像相关的方方面面,从理论基础到产业应用应有尽有。相信每一位对HDR技术感兴趣的同学都能在本书中找到自己需要的内容。

One more thing

封面

Jim Blinn's Corner:Dirty Pixels

作者: Jim Blinn
出版社: Morgan Kaufmann出版年份: 1998-09-29
ISBN: 9781558604551

内容简介

暂无

推荐理由

Jim Blinn 是计算机图形学领域的泰斗级人物,在NASA和JPL制作的宇宙系列动画影响了一代人对宇宙和计算机图形学探索的向往。同时大名鼎鼎的Blinn-Phong模型在今天依然有所大量的应用。这套系列丛书一共出版了三本,分别是《Jim Blinn’s Corner: Dirty Pixels》《Jim Blinn’s Corner: A Trip Down The Graphics Pipeline》《Jim Blinn’s Corner: Notation, Notation, Notation》,该系列丛书收集了Jim Blinn在IEEE Computer Graphics & Applications写的一系列专栏文章。由于文章发表时间相对久远,很多文中涉及到领域已经有了长足的发展,因此这套书相对而言更适合学术考古、溯本追源之用。

查看原文

计算几何与计算机图形学必读书单整理

有人说 计算机图形学一般包含几何(Geometry)、渲染(Rendering)、模拟(Simulation),也有人说计算机图形学主要包含建模(Modeling)、渲染(Rendering)、动画(Animation)、人机交互(Human-computer Interaction)。本书单想从计算几何和计算机图形学两个方面总结一下可看的书籍,计算图形学主要从图形学数学基础、渲染、动画、模拟、游戏引擎设计与开发、图形API等方面总结,计算几何主要从点、线、面等基础几何体以及相互关系总结。

持续更新中,本次更新时间2023年8月10日,未完待续!

Github地址:https://github.com/HW140701/Book-list-of-computational-geometry-and-computer-graphics,欢迎大家star!

我自己觉得计算几何和计算机图形学方面的书还是看纯英文原版的得劲!

计算机图形学书单列表

  • Fundamentals of Computer Graphics
  • Physically Based Rendering From Theory To Implementation
  • Real-Time Rendering
  • GPU Gems
  • ShaderX
  • GPU Pro
  • GPU Zen
  • GPU Pro 360
  • Foundations of Game Engine Development
  • 3D Math Primer for Graphics and Game Development
  • Essential Mathematics for Games and Interactive Applications
  • Jim Blinn’s Corner
  • Game Engine Gems
  • Game Engine Architecture
  • Graphics Gems
  • Ray Tracing in One Week
  • Game Programming Gems
  • The HDRI Handbook
  • High Dynamic Range Imaging
  • Interactive Computer Graphics
  • Realistic Image Synthesis Using Photon Mapping
  • Ray Tracing Gems
  • Efficient Illumination Algorithms for Global Illumination In Interactive and Real-Time Rendering
  • Mathematics for 3D Game Programming and Computer Graphics
  • Real-Time Shadows
  • Advanced global illumination
  • Computer Graphics Principles and Practice
  • Computer Graphics Through OpenGL – From Theory to Experiments
  • Game Physics Engine Development- How to Build a Robust Commercial-Grade Physics Engine for your Game
  • Graphics Shaders - Theory and Practice
  • Insights
  • The Magic of Computer Graphics - Landmarks in Rendering
  • OpenGL Programming Guide
  • OpenGL SuperBible
  • OpenGL 4.0 Shading Language Cookbook
  • OpenGL Shading Language
  • Fluid Engine Development
  • Fluid Simulation for Computer Graphics
  • The Nature of Code - Simulating Natural Systems with Processing
  • Game Physics Pearls
  • Game Physics
  • Game Physics Cookbook
  • Physics for Game Developers
  • Physics for Game Programmers
  • Physics Modeling for Game Programmers
  • Physics-Based Animation
  • Foundations of Physically Based Modeling and Animation
  • Production Volume Rendering - Design and Implementation
  • Collision Detection in Interactive 3D Environments
  • Real-Time Collision Detection
  • Introduction to 3D Game Programming with DirectX
  • Practical Rendering and Computation with Direct3D 11
  • Real-Time 3D Rendering with DirectX and HLSL - A Practical Guide to Graphics Programming
  • The Art of Fluid Animation
  • Ray Tracing from the Ground Up
  • Character Animation With Direct3D
  • Real-time 3D Character Animation with Visual C++
  • Vulkan Programming Guide - The Official Guide to Learning Vulkan
  • Learning Vulkan
  • Vulkan Cookbook - Work through recipes to unlock the full potential of the next generation graphics API-Vulkan
  • GLSL Essentials - Enrich your 3D scenes with the power of GLSL
  • Computer Animation - Algorithms and Techniques
  • The Ray Tracer Challenge - A Test-Driven Guide to Your First 3D Renderer
  • Ray Tracing - A Tool for All
  • Cloth Simulation for Computer Graphics
  • Real-Time Volume Graphics
  • Computer Graphics from Scratch - A Programmer’s Introduction to 3D Rendering
  • 3D Game Engine Design - A Practical Approach to Real-Time Computer Graphics
  • 3D Game Engine Architecture - Engineering Real-Time Applications with Wild Magic
  • Real-Time Cameras - A Guide for Game Designers and Developers
  • Game AI Pro - Collected Wisdom of Game AI Professionals
  • Game AI Pro 360
  • Visualizing Quaternions
  • Quaternions for Computer Graphics
  • 3D Engine Design for Virtual Globes
  • Texturing and Modeling - A Procedural Approach
  • Level of Detail for 3D Graphics
  • Non-Photorealistic Rendering
  • Non-Photorealistic Computer Graphics - Modeling, Rendering, and Animation
  • The Algorithms and Principles of Non-photorealistic Graphics - Artistic Rendering and Cartoon Animation
  • Digital Character Development - Theory and Practice
  • 3D Graphics Rendering Cookbook - A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan
  • Tricks of the 3D Game Programming Gurus - Advanced 3D Graphics and Rasterization
  • Graphics Programming Methods
  • Principles of Digital Image Synthesis
  • Digital Image Processing
  • Game Development Tools
  • Div, Grad, Curl, and All That - An Informal Text on Vector Calculus
  • Game Programming Algorithms and Techniques - A Platform-Agnostic Approach
  • Game Programming Patterns
  • Game Programming Golden Rules
  • Augmented Reality - Principles and Practice
  • Practical Augmented Reality - A Guide to the Technologies, Applications, and Human Factors for AR and VR-Addison
  • VR Developer Gems
  • Image Objects - An Archaeology of Computer Graphics
  • Advanced High Dynamic Range Imaging
  • A Biography of the Pixel
  • Computer Graphics Programming in OpenGL with C++
  • GPGPU Programming for Games and Science
  • Computer Facial Animation
  • Handbook of Digital Image Synthesis - Scientific Foundations of Rendering
  • Image Content Retargeting - Maintaining Color, Tone, and Spatial Consistency
  • Introduction to Computer Graphics - A Practical Learning Approach
  • Direct3D Rendering Cookbook
  • Practical Algorithms for 3D Computer Graphics
  • Computer Graphics - From Pixels to Programmable Graphics Hardware
  • The History of Visual Magic in Computers - How Beautiful Images are Made in CAD, 3D, VR and AR
  • WebGL Programming Guide - Interactive 3D Graphics Programming with WebGL
  • Beginning DirectX 11 Game Programming
  • The CUDA Handbook - A Comprehensive Guide to GPU Programming
  • OpenGL Development Cookbook
  • GPU Computing Gems
  • 3D Graphics for Game Programming
  • Light & Skin Interactions - Simulations for Computer Graphics Applications
  • Video Game Optimization
  • Mathematics for Computer Graphics
  • An Integrated Introduction to Computer Graphics and Geometric Modeling
  • Digital Modeling of Material Appearance
  • Color Imaging - Fundamentals and Applications
  • Data Structures and Algorithms for Game Developers
  • Geometric Data Structures for Computer Graphics
  • Advances in GPU Research and Practice
  • Learn OpenGL - Learn modern OpenGL graphics programming in a step-by-step fashion
  • Simulating Humans - Computer Graphics Animation and Control
  • WebGL Gems - Learn How To Create 3D Worlds And Games For Modern Web Browsers
  • Computer Graphics, C Version
  • Vector Analysis for Computer Graphics
  • Calculus for Computer Graphics
  • Digital Lighting & Rendering
  • Foundations of 3D computer graphics
  • Computer Graphics with OpenGL
  • Practical Linear Algebra - A Geometry Toolbox
  • An Introduction to Ray Tracing
  • AI Game Engine Programming
  • AI Game Programming Wisdom
  • Artificial Intelligence for Games
  • Behavioral Mathematics for Game AI
  • Cloth Modeling and Animation
  • Virtual Clothing - Theory and Practice
  • Computer Graphics and Geometric Modelling - Implementation and Algorithms
  • Designing the User Experience of Game Development Tools
  • Real-Time 3D Graphics with WebGL 2
  • Rotation Transforms for Computer Graphics
  • Matrix Transforms for Computer Games and Animation
  • Mathematical Basics of Motion and Deformation in Computer Graphics
  • Geometric and Discrete Path Planning for Interactive Virtual Worlds
  • Hands-On C++ Game Animation Programming
  • An Introduction to Computational Fluid Dynamics - The Finite Volume Method
  • Mastering Graphics Programming with Vulkan
  • Practical Shader Development - Vertex and Fragment Shaders for Game Developers
  • The Modern Vulkan Cookbook - A practical guide to 3D graphics and advanced real-time rendering techniques in Vulkan

计算几何书单列表

  • Polygon Mesh Processing
  • Computational Geometry – Algorithms and Applications
  • Handbook of Discrete and Computational Geometry
  • Geometric tools for computer graphics
  • Computational Geometry in C
  • Computational Geometry:An Introduction
  • Geometric Algebra for Computer Science - An Object-Oriented Approach to Geometry
  • Isosurfaces - Geometry, Topology, and Algorithms
  • Guide to Computational Geometry Processing Foundations, Algorithms, and Methods
  • Discrete and Computational Geometry
  • Robust and Error-Free Geometric Computing
  • Implicit Curves and Surfaces - Mathematics, Data Structures and Algorithms
  • Computational Geometry - An Introduction Through Randomized Algorithms
  • Effective Computational Geometry for Curves and Surfaces
  • Nonlinear Computational Geometry
  • Handbook of Computer Aided Geometric Design
  • Computational Geometry on Surfaces - Performing Computational Geometry on the Cylinder, the Sphere, the Torus, and the Cone
  • Geometry for Computer Graphics - Formulae, Examples and Proofs
  • Introduction to Computing with Geometry
  • Curves and Surfaces for Computer Graphics
  • Geometry for Programmers

计算机图形学

深入探索

books

Book

Fundamentals of Computer Graphics

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计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Fundamentals of Computer Graphics, Second Editionhttps://www.stubbornhuang.com/1343/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Fundamentals of Computer Graphics, Third Editionhttps://www.stubbornhuang.com/1065/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Fundamentals of Computer Graphics, Fourth Editionhttps://www.stubbornhuang.com/1071/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Fundamentals of Computer Graphics, Fifth Editionhttps://www.stubbornhuang.com/1894/

Physically Based Rendering From Theory To Implementation

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计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Physically Based Rendering From Theory To Implementation(First Edition)https://www.stubbornhuang.com/1208/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Physically Based Rendering From Theory To Implementation (Second Edition)https://www.stubbornhuang.com/1198/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Physically Based Rendering From Theory To Implementation (Third Edition)https://www.stubbornhuang.com/862/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Physically Based Rendering From Theory To Implementation (Fourth Edition)https://www.stubbornhuang.com/2605/

Real-Time Rendering

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计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Real-Time Rendering, Second Editionhttps://www.stubbornhuang.com/1503/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Real-Time Rendering, Third Editionhttps://www.stubbornhuang.com/896/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Real-Time Rendering, Fourth Editionhttps://www.stubbornhuang.com/897/

GPU Gems

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计算几何与计算机图形学必读书单整理-StubbornHuang Blog
GPU Gems 1 – Programming Techniques, Tips and Tricks for Real-Time Graphicshttps://www.stubbornhuang.com/1230/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
GPU Gems 2 – Programming Techniques for High-Performance Graphics and General-Purpose Computationhttps://www.stubbornhuang.com/1231/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
GPU Gems 3https://www.stubbornhuang.com/1233/

ShaderX

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计算几何与计算机图形学必读书单整理-StubbornHuang Blog
ShaderX1 – Vertex and Pixel Shader Tips and Trickshttps://www.stubbornhuang.com/1294/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
ShaderX2 – Introductions and Tutorials with DirectX9.0https://www.stubbornhuang.com/1298/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
ShaderX3 – Advanced Rendering with DirectX and OpenGLhttps://www.stubbornhuang.com/1300/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
ShaderX4 - Advanced Rendering Techniqueshttps://www.stubbornhuang.com/2877/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
ShaderX5 – Advanced Rendering Techniqueshttps://www.stubbornhuang.com/1305/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
ShaderX6 - Advanced Rendering Techniqueshttps://www.stubbornhuang.com/2878/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
ShaderX7 – Advanced Rendering Techniqueshttps://www.stubbornhuang.com/1312/

GPU Pro

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计算几何与计算机图形学必读书单整理-StubbornHuang Blog
GPU Pro 1 – Advanced Rendering Techniqueshttps://www.stubbornhuang.com/1275/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
GPU Pro 2 – Advanced Rendering Techniqueshttps://www.stubbornhuang.com/1280/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
GPU Pro 3 – Advanced Rendering Techniqueshttps://www.stubbornhuang.com/1282/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
GPU Pro 4 – Advanced Rendering Techniqueshttps://www.stubbornhuang.com/1285/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
GPU Pro 5 – Advanced Rendering Techniqueshttps://www.stubbornhuang.com/1286/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
GPU Pro 6 – Advanced Rendering Techniqueshttps://www.stubbornhuang.com/1288/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
GPU Pro 7 – Advanced Rendering Techniqueshttps://www.stubbornhuang.com/1292/

GPU Zen

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计算几何与计算机图形学必读书单整理-StubbornHuang Blog
GPU Zen 1:Advanced Rendering Techniqueshttps://www.stubbornhuang.com/899/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
GPU Zen 2:Advanced Rendering Techniqueshttps://www.stubbornhuang.com/1341/

GPU Pro 360

封面书名下载链接
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计算几何与计算机图形学必读书单整理-StubbornHuang Blog
GPU Pro 360 – Guide to 3D Engine Designhttps://www.stubbornhuang.com/1320/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
GPU Pro 360 – Guide to Geometry Manipulationhttps://www.stubbornhuang.com/1321/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
GPU Pro 360 – Guide to GPGPUhttps://www.stubbornhuang.com/1322/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
GPU Pro 360 – Guide to Image Spacehttps://www.stubbornhuang.com/1323/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
GPU Pro 360 – Guide to Lightinghttps://www.stubbornhuang.com/1328/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
GPU Pro 360 – Guide to Mobile Deviceshttps://www.stubbornhuang.com/1333/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
GPU Pro 360 – Guide to Renderinghttps://www.stubbornhuang.com/1337/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
GPU Pro 360 – Guide to Shadowshttps://www.stubbornhuang.com/1339/

Foundations of Game Engine Development

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计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Foundations of Game Engine Development, Volume 1 Mathematicshttps://www.stubbornhuang.com/1345/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Foundations of Game Engine Development, Volume 2 Renderinghttps://www.stubbornhuang.com/1347/

3D Math Primer for Graphics and Game Development

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计算几何与计算机图形学必读书单整理-StubbornHuang Blog
3D Math Primer for Graphics and Game Development (First Edition)https://www.stubbornhuang.com/1356/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
3D Math Primer for Graphics and Game Development (Second Edition)https://www.stubbornhuang.com/1358/

Essential Mathematics for Games and Interactive Applications

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计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Essential Mathematics for Games and Interactive Applications(First Edition)https://www.stubbornhuang.com/1349/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Essential Mathematics for Games and Interactive Applications(Second Edition)https://www.stubbornhuang.com/1353/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Essential Mathematics for Games and Interactive Applications(Third Edition)https://www.stubbornhuang.com/1354/

Jim Blinn’s Corner

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Jim Blinn’s Corner – A Trip Down the Graphics Pipelinehttps://www.stubbornhuang.com/1316/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Jim Blinn‘s Corner – Dirty Pixelshttps://www.stubbornhuang.com/1317/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Jim Blinn’s Corner – Notation, Notation, Notationhttps://www.stubbornhuang.com/1318/

Game Engine Gems

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计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Game Engine Gems 1https://www.stubbornhuang.com/1234/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Game Engine Gems 2https://www.stubbornhuang.com/1238/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Game Engine Gems 3https://www.stubbornhuang.com/1240/

Game Engine Architecture

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计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Game Engine Architecture (First Edition)https://www.stubbornhuang.com/1187/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
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Game Engine Architecture (Second Edition)https://www.stubbornhuang.com/1189/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Game Engine Architecture (Third Edition)https://www.stubbornhuang.com/1197/

Graphics Gems

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计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Graphics Gems Ihttps://www.stubbornhuang.com/1242/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Graphics Gems IIhttps://www.stubbornhuang.com/1244/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Graphics Gems IIIhttps://www.stubbornhuang.com/1249/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Graphics Gems IVhttps://www.stubbornhuang.com/1254/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Graphics Gems Vhttps://www.stubbornhuang.com/1255/

Ray Tracing in One Week

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计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Ray Tracing in One Weekendhttps://www.stubbornhuang.com/1085/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Ray Tracing – The Next Weekhttps://www.stubbornhuang.com/1088/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Ray Tracing – The Rest of Your Lifehttps://www.stubbornhuang.com/1091/

Game Programming Gems

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计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Game Programming Gems 1https://www.stubbornhuang.com/1258/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Game Programming Gems 2https://www.stubbornhuang.com/1261/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Game Programming Gems 3https://www.stubbornhuang.com/1263/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Game Programming Gems 4https://www.stubbornhuang.com/1267/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Game Programming Gems 5缺失
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Game Programming Gems 6https://www.stubbornhuang.com/1271/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Game Programming Gems 7https://www.stubbornhuang.com/1273/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Game Programming Gems 8https://www.stubbornhuang.com/1274/

The HDRI Handbook

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计算几何与计算机图形学必读书单整理-StubbornHuang Blog
The HDRI Handbook- High Dynamic Range Imaging for Photographers and CG Artistshttps://www.stubbornhuang.com/1217/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
The HDRI Handbook 2.0- High Dynamic Range Imaging for Photographers and CG Artistshttps://www.stubbornhuang.com/1219/

High Dynamic Range Imaging

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计算几何与计算机图形学必读书单整理-StubbornHuang Blog
High Dynamic Range Imaging- Acquisition, Display, and Image-Based Lighting ( First Edition )https://www.stubbornhuang.com/1211/
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
计算几何与计算机图形学必读书单整理-StubbornHuang Blog
High Dynamic Range Imaging- Acquisition, Display, and Image-Based Lighting ( Second Edition )https://www.stubbornhuang.com/1214/

Interactive Computer Graphics

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Interactive Computer Graphics – A top-down approach with shader-based OpenGL(Six 6th Edition)https://www.stubbornhuang.com/1204/
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Interactive Computer Graphics – A top-down approach with WebGL(Seven 7th Edition)https://www.stubbornhuang.com/1205/

Realistic Image Synthesis Using Photon Mapping

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Realistic Image Synthesis Using Photon Mappinghttps://www.stubbornhuang.com/1200/

Ray Tracing Gems

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Ray Tracing Gems – High-Quality and Real-Time Rendering with DXR and Other APIshttps://www.stubbornhuang.com/1185/
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Ray Tracing Gems II - Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX-Apresshttps://www.stubbornhuang.com/1551/

Efficient Illumination Algorithms for Global Illumination In Interactive and Real-Time Rendering

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Efficient Illumination Algorithms for Global Illumination In Interactive and Real-Time Renderinghttps://www.stubbornhuang.com/1177/

Mathematics for 3D Game Programming and Computer Graphics

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Mathematics for 3D Game Programming and Computer Graphics, Second Editionhttps://www.stubbornhuang.com/1174/
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Mathematics for 3D Game Programming and Computer Graphics, Third Editionhttps://www.stubbornhuang.com/1175/

Real-Time Shadows

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Real-Time Shadowshttps://www.stubbornhuang.com/1074/

Advanced global illumination

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Advanced global illumination (2nd Edition)https://www.stubbornhuang.com/1056/

Computer Graphics Principles and Practice

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Computer Graphics Principles and Practice (3rd edition)https://www.stubbornhuang.com/1054/

Computer Graphics Through OpenGL – From Theory to Experiments

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Computer Graphics Through OpenGL – From Theory to Experiments (Second Edition)https://www.stubbornhuang.com/1176/
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Computer Graphics Through OpenGL – From Theory to Experiments (Third Edition)https://www.stubbornhuang.com/1049/

Game Physics Engine Development

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Game Physics Engine Development (First Edition)https://www.stubbornhuang.com/1377/
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Game Physics Engine Development- How to Build a Robust Commercial-Grade Physics Engine for your Game (Second Edition)https://www.stubbornhuang.com/1359/

Graphics Shaders - Theory and Practice

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Graphics Shaders – Theory and Practice (Second Edition)https://www.stubbornhuang.com/1361/

Insights

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OpenGL Insightshttps://www.stubbornhuang.com/1366/
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WebGL Insightshttps://www.stubbornhuang.com/1367/

The Magic of Computer Graphics - Landmarks in Rendering

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The Magic of Computer Graphics – Landmarks in Renderinghttps://www.stubbornhuang.com/1368/

OpenGL Programming Guide

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OpenGL Programming Guide - The Official Guide to Learning OpenGL, Versions 3.0 and 3.1 (Seventh Edition)https://www.stubbornhuang.com/1474/
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OpenGL Programming Guide - The Official Guide to Learning OpenGL, Version 4.3 (Eighth Edition)https://www.stubbornhuang.com/1485/
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OpenGL Programming Guide - The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V (Ninth Edition)https://www.stubbornhuang.com/1488/

OpenGL SuperBible

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OpenGL SuperBible - Comprehensive Tutorial and Reference (Fifth Edition)https://www.stubbornhuang.com/1492/
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OpenGL SuperBible - Comprehensive Tutorial and Reference (Sixth Edition)https://www.stubbornhuang.com/1494/
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OpenGL SuperBible - Comprehensive Tutorial and Reference (Seventh Edition)https://www.stubbornhuang.com/1499/

OpenGL 4.0 Shading Language Cookbook

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OpenGL 4.0 Shading Language Cookbook (First Edition)https://www.stubbornhuang.com/1369/
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OpenGL 4.0 Shading Language Cookbook (Second Edition)https://www.stubbornhuang.com/1370/
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OpenGL 4.0 Shading Language Cookbook (Third Edition)https://www.stubbornhuang.com/1373/

OpenGL Shading Language

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OpenGL Shading Language (Third Edition)https://www.stubbornhuang.com/1374/

Fluid Engine Development

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Fluid Engine Developmenthttps://www.stubbornhuang.com/1378/

Fluid Simulation for Computer Graphics

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Fluid Simulation for Computer Graphics, First Editionhttps://www.stubbornhuang.com/1060/
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Fluid Simulation for Computer Graphics, Second Editionhttps://www.stubbornhuang.com/1063/

The Nature of Code - Simulating Natural Systems with Processing

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The Nature of Code - Simulating Natural Systems with Processinghttps://www.stubbornhuang.com/1610/

Game Physics Pearls

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Game Physics Pearlshttps://www.stubbornhuang.com/1379/

Game Physics

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Game Physics (First Edition)https://www.stubbornhuang.com/1381/
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Game Physics (Second Edition)https://www.stubbornhuang.com/1382/

Game Physics Cookbook

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Game Physics Cookbookhttps://www.stubbornhuang.com/1746/

Physics for Game Developers

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Physics for Game Developers(First Edition)https://www.stubbornhuang.com/1383/
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Physics for Game Developers(Second Edition)https://www.stubbornhuang.com/1385/

Physics for Game Programmers

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Physics for Game Programmershttps://www.stubbornhuang.com/1386/

Physics Modeling for Game Programmers

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Physics Modeling for Game Programmershttps://www.stubbornhuang.com/1389/

Physics-Based Animation

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Physics-Based Animationhttps://www.stubbornhuang.com/1390/

Foundations of Physically Based Modeling and Animation

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Foundations of Physically Based Modeling and Animationhttps://www.stubbornhuang.com/1223/

Production Volume Rendering - Design and Implementation

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Production Volume Rendering – Design and Implementationhttps://www.stubbornhuang.com/1391/

Collision Detection in Interactive 3D Environments

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Collision Detection in Interactive 3D Environmentshttps://www.stubbornhuang.com/1392/

Real-Time Collision Detection

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Real-Time Collision Detectionhttps://www.stubbornhuang.com/1395/

Introduction to 3D Game Programming with DirectX

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Introduction to 3D Game Programming with DirectX 9.0https://www.stubbornhuang.com/2125/
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Introduction to 3D Game Programming with DirectX 10https://www.stubbornhuang.com/2116/
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Introduction to 3D Game Programming with DirectX 11https://www.stubbornhuang.com/1554/
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Introduction to 3D Game Programming with DirectX 12https://www.stubbornhuang.com/1397/

Practical Rendering and Computation with Direct3D 11

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Practical Rendering and Computation with Direct3D 11https://www.stubbornhuang.com/1665/

Real-Time 3D Rendering with DirectX and HLSL - A Practical Guide to Graphics Programming

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Real-Time 3D Rendering with DirectX and HLSL - A Practical Guide to Graphics Programminghttps://www.stubbornhuang.com/1668/

The Art of Fluid Animation

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The Art of Fluid Animationhttps://www.stubbornhuang.com/1418/

Ray Tracing from the Ground Up

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Ray Tracing from the Ground Uphttps://www.stubbornhuang.com/1420/

Character Animation With Direct3D

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Character Animation With Direct3Dhttps://www.stubbornhuang.com/1421/

Real-time 3D Character Animation with Visual C++

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Real-time 3D Character Animation with Visual C++https://www.stubbornhuang.com/1674/

Vulkan Programming Guide - The Official Guide to Learning Vulkan

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Vulkan Programming Guide – The Official Guide to Learning Vulkanhttps://www.stubbornhuang.com/1423/

Learning Vulkan

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Learning Vulkanhttps://www.stubbornhuang.com/1501/

Vulkan Cookbook - Work through recipes to unlock the full potential of the next generation graphics API-Vulkan

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Vulkan Cookbook – Work through recipes to unlock the full potential of the next generation graphics API-Vulkanhttps://www.stubbornhuang.com/1502/

GLSL Essentials - Enrich your 3D scenes with the power of GLSL

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GLSL Essentials – Enrich your 3D scenes with the power of GLSLhttps://www.stubbornhuang.com/1466/

Computer Animation - Algorithms and Techniques

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Computer Animation – Algorithms and Techniques (First Edition)https://www.stubbornhuang.com/1467/
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Computer Animation – Algorithms and Techniques (Third Edition)https://www.stubbornhuang.com/1471/

The Ray Tracer Challenge - A Test-Driven Guide to Your First 3D Renderer

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The Ray Tracer Challenge – A Test-Driven Guide to Your First 3D Rendererhttps://www.stubbornhuang.com/1556/

Ray Tracing - A Tool for All

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Ray Tracing - A Tool for Allhttps://www.stubbornhuang.com/1558/

Cloth Simulation for Computer Graphics

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Cloth Simulation for Computer Graphicshttps://www.stubbornhuang.com/1560/

Real-Time Volume Graphics

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Real-Time Volume Graphicshttps://www.stubbornhuang.com/1564/

Computer Graphics from Scratch - A Programmer’s Introduction to 3D Rendering

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Computer Graphics from Scratch - A Programmer’s Introduction to 3D Renderinghttps://www.stubbornhuang.com/1569/

3D Game Engine Design - A Practical Approach to Real-Time Computer Graphics

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3D Game Engine Design - A Practical Approach to Real-Time Computer Graphicshttps://www.stubbornhuang.com/1592/

3D Game Engine Architecture - Engineering Real-Time Applications with Wild Magic

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3D Game Engine Architecture - Engineering Real-Time Applications with Wild Magichttps://www.stubbornhuang.com/1664/

Real-Time Cameras - A Guide for Game Designers and Developers

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Real-Time Cameras – A Guide for Game Designers and Developershttps://www.stubbornhuang.com/1596/

Game AI Pro - Collected Wisdom of Game AI Professionals

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Game AI Pro - Collected Wisdom of Game AI Professionalshttps://www.stubbornhuang.com/1599/
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Game AI Pro 2 – Collected Wisdom of Game AI Professionalshttps://www.stubbornhuang.com/1600/
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Game AI Pro 3 – Collected Wisdom of Game AI Professionalshttps://www.stubbornhuang.com/1601/

Game AI Pro 360

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Game AI Pro 360 – Guide to Architecturehttps://www.stubbornhuang.com/1602/
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Game AI Pro 360 - Guide to Character Behaviorhttps://www.stubbornhuang.com/1604/
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Game AI Pro 360 – Guide to Movement and Pathfindinghttps://www.stubbornhuang.com/1605/
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Game AI Pro 360 - Guide to Tactics and Strategyhttps://www.stubbornhuang.com/1607/

Visualizing Quaternions

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Visualizing Quaternionshttps://www.stubbornhuang.com/1609/

Quaternions for Computer Graphics

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Quaternions for Computer Graphics , First Editionhttps://www.stubbornhuang.com/1612/
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Quaternions for Computer Graphics , Second Editionhttps://www.stubbornhuang.com/2206

3D Engine Design for Virtual Globes

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3D Engine Design for Virtual Globeshttps://www.stubbornhuang.com/1613/

Texturing and Modeling - A Procedural Approach

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Texturing and Modeling – A Procedural Approach, Third Editionhttps://www.stubbornhuang.com/1614/

Level of Detail for 3D Graphics

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Level of Detail for 3D Graphicshttps://www.stubbornhuang.com/1624/

Non-Photorealistic Rendering

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Non-Photorealistic Renderinghttps://www.stubbornhuang.com/1631/

Non-Photorealistic Computer Graphics - Modeling, Rendering, and Animation

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Non-Photorealistic Computer Graphics - Modeling, Rendering, and Animationhttps://www.stubbornhuang.com/1634/

The Algorithms and Principles of Non-photorealistic Graphics - Artistic Rendering and Cartoon Animation

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The Algorithms and Principles of Non-photorealistic Graphics - Artistic Rendering and Cartoon Animationhttps://www.stubbornhuang.com/1635/

Digital Character Development - Theory and Practice

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Digital Character Development - Theory and Practice , First Editionhttps://www.stubbornhuang.com/1677/
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Digital Character Development - Theory and Practice , Second Editionhttps://www.stubbornhuang.com/1678/

3D Graphics Rendering Cookbook - A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan

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3D Graphics Rendering Cookbook - A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkanhttps://www.stubbornhuang.com/1679/

Tricks of the 3D Game Programming Gurus - Advanced 3D Graphics and Rasterization

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Tricks of the 3D Game Programming Gurus - Advanced 3D Graphics and Rasterizationhttps://www.stubbornhuang.com/1682/

Graphics Programming Methods

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Graphics Programming Methodshttps://www.stubbornhuang.com/1685/

Principles of Digital Image Synthesis

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Principles of Digital Image Synthesis , Volume 1https://www.stubbornhuang.com/1693/
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Principles of Digital Image Synthesis , Volume 2https://www.stubbornhuang.com/1693/

Digital Image Processing

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Digital Image Processing , Second Editionhttps://www.stubbornhuang.com/1714/
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Digital Image Processing , Third Editionhttps://www.stubbornhuang.com/1717/
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Digital Image Processing , Fourth Editionhttps://www.stubbornhuang.com/1718/

Game Development Tools

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Game Development Toolshttps://www.stubbornhuang.com/1696/

Div, Grad, Curl, and All That - An Informal Text on Vector Calculus

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Div, Grad, Curl, and All That – An Informal Text on Vector Calculus , Third Editionhttps://www.stubbornhuang.com/1720/
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Div, Grad, Curl, and All That - An Informal Text on Vector Calculus , Forth Editionhttps://www.stubbornhuang.com/1721/

Game Programming Algorithms and Techniques - A Platform-Agnostic Approach

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Game Programming Algorithms and Techniques - A Platform-Agnostic Approachhttps://www.stubbornhuang.com/1729/

Game Programming Patterns

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Game Programming Patternshttps://www.stubbornhuang.com/1730/

Game Programming Golden Rules

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Game Programming Golden Ruleshttps://www.stubbornhuang.com/1731/

Augmented Reality - Principles and Practice

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Augmented Reality - Principles and Practicehttps://www.stubbornhuang.com/1734/

Practical Augmented Reality - A Guide to the Technologies, Applications, and Human Factors for AR and VR-Addison

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Practical Augmented Reality - A Guide to the Technologies, Applications, and Human Factors for AR and VR-Addisonhttps://www.stubbornhuang.com/1735/

VR Developer Gems

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VR Developer Gemshttps://www.stubbornhuang.com/1739/

Image Objects - An Archaeology of Computer Graphics

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Image Objects - An Archaeology of Computer Graphicshttps://www.stubbornhuang.com/1740/

Advanced High Dynamic Range Imaging

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Advanced High Dynamic Range Imaging, First Editionhttps://www.stubbornhuang.com/1744/
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Advanced High Dynamic Range Imaging, Second Editionhttps://www.stubbornhuang.com/1745/

A Biography of the Pixel

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A Biography of the Pixelhttps://www.stubbornhuang.com/1750/

Computer Graphics Programming in OpenGL with C++

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Computer Graphics Programming in OpenGL with C++, First Editionhttps://www.stubbornhuang.com/1753/
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计算几何与计算机图形学必读书单整理-StubbornHuang Blog
Computer Graphics Programming in OpenGL with C++, Second Editionhttps://www.stubbornhuang.com/1757/

GPGPU Programming for Games and Science

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GPGPU Programming for Games and Sciencehttps://www.stubbornhuang.com/1760/

Computer Facial Animation

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Computer Facial Animation , Second Editionhttps://www.stubbornhuang.com/1762/

Handbook of Digital Image Synthesis - Scientific Foundations of Rendering

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Handbook of Digital Image Synthesis - Scientific Foundations of Renderinghttps://www.stubbornhuang.com/1764/

Image Content Retargeting - Maintaining Color, Tone, and Spatial Consistency

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Image Content Retargeting - Maintaining Color, Tone, and Spatial Consistencyhttps://www.stubbornhuang.com/1767/

Introduction to Computer Graphics - A Practical Learning Approach

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Introduction to Computer Graphics - A Practical Learning Approachhttps://www.stubbornhuang.com/1768/

Direct3D Rendering Cookbook

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Direct3D Rendering Cookbookhttps://www.stubbornhuang.com/1771/

Practical Algorithms for 3D Computer Graphics

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Practical Algorithms for 3D Computer Graphics, Second Editionhttps://www.stubbornhuang.com/1772/

Computer Graphics - From Pixels to Programmable Graphics Hardware

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Computer Graphics - From Pixels to Programmable Graphics Hardwarehttps://www.stubbornhuang.com/1774/

The History of Visual Magic in Computers - How Beautiful Images are Made in CAD, 3D, VR and AR

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The History of Visual Magic in Computers - How Beautiful Images are Made in CAD, 3D, VR and ARhttps://www.stubbornhuang.com/1779/

WebGL Programming Guide - Interactive 3D Graphics Programming with WebGL

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WebGL Programming Guide - Interactive 3D Graphics Programming with WebGLhttps://www.stubbornhuang.com/1781/

Beginning DirectX 11 Game Programming

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Beginning DirectX 11 Game Programminghttps://www.stubbornhuang.com/1782/

The CUDA Handbook - A Comprehensive Guide to GPU Programming

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The CUDA Handbook - A Comprehensive Guide to GPU Programminghttps://www.stubbornhuang.com/1784/

OpenGL Development Cookbook

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OpenGL Development Cookbookhttps://www.stubbornhuang.com/1786/

GPU Computing Gems

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GPU Computing Gems, Jade Editionhttps://www.stubbornhuang.com/1789/
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GPU Computing Gems, Emerald Editionhttps://www.stubbornhuang.com/1807/

3D Graphics for Game Programming

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3D Graphics for Game Programminghttps://www.stubbornhuang.com/1819/

Light & Skin Interactions - Simulations for Computer Graphics Applications

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Light & Skin Interactions - Simulations for Computer Graphics Applicationshttps://www.stubbornhuang.com/1828/

Video Game Optimization

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Video Game Optimizationhttps://www.stubbornhuang.com/1829/

Mathematics for Computer Graphics

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Mathematics for Computer Graphics , Second Editionhttps://www.stubbornhuang.com/1832/
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Mathematics for Computer Graphics , Third Editionhttps://www.stubbornhuang.com/1833/
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Mathematics for Computer Graphics , Fourth Editionhttps://www.stubbornhuang.com/1835/
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Mathematics for Computer Graphics , Fifth Editionhttps://www.stubbornhuang.com/1841/

An Integrated Introduction to Computer Graphics and Geometric Modeling

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An Integrated Introduction to Computer Graphics and Geometric Modelinghttps://www.stubbornhuang.com/1842/

Digital Modeling of Material Appearance

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Digital Modeling of Material Appearancehttps://www.stubbornhuang.com/1843/

Color Imaging - Fundamentals and Applications

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Color Imaging - Fundamentals and Applicationshttps://www.stubbornhuang.com/1844/

Data Structures and Algorithms for Game Developers

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Data Structures and Algorithms for Game Developershttps://www.stubbornhuang.com/1847/

Geometric Data Structures for Computer Graphics

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Geometric Data Structures for Computer Graphicshttps://www.stubbornhuang.com/1853/

Advances in GPU Research and Practice

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Advances in GPU Research and Practicehttps://www.stubbornhuang.com/1860/

Learn OpenGL - Learn modern OpenGL graphics programming in a step-by-step fashion

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Learn OpenGL - Learn modern OpenGL graphics programming in a step-by-step fashionhttps://www.stubbornhuang.com/1875/

Simulating Humans - Computer Graphics Animation and Control

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Simulating Humans - Computer Graphics Animation and Controlhttps://www.stubbornhuang.com/1882/

WebGL Gems - Learn How To Create 3D Worlds And Games For Modern Web Browsers

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WebGL Gems - Learn How To Create 3D Worlds And Games For Modern Web Browsers, First Editionhttps://www.stubbornhuang.com/1887/

Computer Graphics, C Version

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Computer Graphics, C Version , Second Editionhttps://www.stubbornhuang.com/1888/

Vector Analysis for Computer Graphics

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Vector Analysis for Computer Graphics , First Editionhttps://www.stubbornhuang.com/1900/
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Vector Analysis for Computer Graphics , Second Editionhttps://www.stubbornhuang.com/1905/

Calculus for Computer Graphics

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Calculus for Computer Graphics , First Editionhttps://www.stubbornhuang.com/1906/
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Calculus for Computer Graphics , Second Editionhttps://www.stubbornhuang.com/1910/

Digital Lighting & Rendering

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Digital Lighting & Rendering , First Editionhttps://www.stubbornhuang.com/1911/
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Digital Lighting & Rendering , Third Editionhttps://www.stubbornhuang.com/1915/

Foundations of 3D computer graphics

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Foundations of 3D computer graphicshttps://www.stubbornhuang.com/1918/

Computer Graphics with OpenGL

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Computer Graphics with OpenGL , Third Editionhttps://www.stubbornhuang.com/1922/
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Computer Graphics with OpenGL , Fourth Editionhttps://www.stubbornhuang.com/1924/

Practical Linear Algebra - A Geometry Toolbox

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Practical Linear Algebra - A Geometry Toolbox , First Editionhttps://www.stubbornhuang.com/1926/
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Practical Linear Algebra - A Geometry Toolbox , Third Editionhttps://www.stubbornhuang.com/1930/
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Practical Linear Algebra - A Geometry Toolbox , Fourth Editionhttps://www.stubbornhuang.com/1931/

An Introduction to Ray Tracing

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An Introduction to Ray Tracinghttps://www.stubbornhuang.com/1947/

AI Game Engine Programming

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AI Game Engine Programming , First Editionhttps://www.stubbornhuang.com/1954/
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AI Game Engine Programming , Second Editionhttps://www.stubbornhuang.com/1956/

AI Game Programming Wisdom

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AI Game Programming Wisdomhttps://www.stubbornhuang.com/1957/
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AI Game Programming Wisdom 4https://www.stubbornhuang.com/1959/

Artificial Intelligence for Games

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Artificial Intelligence for Games , First Editionhttps://www.stubbornhuang.com/1964/
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Artificial Intelligence for Games , Second Editionhttps://www.stubbornhuang.com/1968/
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Artificial Intelligence for Games , Third Editionhttps://www.stubbornhuang.com/2298/

Behavioral Mathematics for Game AI

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Behavioral Mathematics for Game AIhttps://www.stubbornhuang.com/1972/

Cloth Modeling and Animation

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Cloth Modeling and Animationhttps://www.stubbornhuang.com/1996/

Virtual Clothing - Theory and Practice

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Virtual Clothing - Theory and Practicehttps://www.stubbornhuang.com/1998/

Computer Graphics and Geometric Modelling - Implementation and Algorithms

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Computer Graphics and Geometric Modelling - Implementation and Algorithmshttps://www.stubbornhuang.com/2020/

Designing the User Experience of Game Development Tools

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Designing the User Experience of Game Development Toolshttps://www.stubbornhuang.com/2023/

Real-Time 3D Graphics with WebGL 2

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Real-Time 3D Graphics with WebGL 2 - Build interactive 3D applications with JavaScript and WebGL 2 (OpenGL ES 3.0), Second Editionhttps://www.stubbornhuang.com/2196/

Rotation Transforms for Computer Graphics

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Rotation Transforms for Computer Graphics , First Editionhttps://www.stubbornhuang.com/2302

Matrix Transforms for Computer Games and Animation

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Matrix Transforms for Computer Games and Animationhttps://www.stubbornhuang.com/2309

Mathematical Basics of Motion and Deformation in Computer Graphics

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Mathematical Basics of Motion and Deformation in Computer Graphics , Second Editionhttps://www.stubbornhuang.com/2311/

Geometric and Discrete Path Planning for Interactive Virtual Worlds

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Geometric and Discrete Path Planning for Interactive Virtual Worldshttps://www.stubbornhuang.com/2316

Hands-On C++ Game Animation Programming

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Hands-On C++ Game Animation Programminghttps://www.stubbornhuang.com/2446/

An Introduction to Computational Fluid Dynamics - The Finite Volume Method

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An Introduction to Computational Fluid Dynamics - The Finite Volume Method (First Edition)https://www.stubbornhuang.com/2503/
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An Introduction to Computational Fluid Dynamics - The Finite Volume Method (Second Edition)https://www.stubbornhuang.com/2504/

Mastering Graphics Programming with Vulkan

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Mastering Graphics Programming with Vulkanhttps://www.stubbornhuang.com/2616/

Practical Shader Development - Vertex and Fragment Shaders for Game Developers

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Practical Shader Development - Vertex and Fragment Shaders for Game Developershttps://www.stubbornhuang.com/2750/

The Modern Vulkan Cookbook - A practical guide to 3D graphics and advanced real-time rendering techniques in Vulkan

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The Modern Vulkan Cookbook – A practical guide to 3D graphics and advanced real-time rendering techniques in Vulkanhttps://www.stubbornhuang.com/3050/

计算几何

Polygon Mesh Processing

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Polygon Mesh Processinghttps://www.stubbornhuang.com/1058/

Computational Geometry – Algorithms and Applications

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Computational Geometry – Algorithms and Applications, First Editionhttps://www.stubbornhuang.com/1428/
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Computational Geometry – Algorithms and Applications, Second Editionhttps://www.stubbornhuang.com/1430/
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Computational Geometry - Algorithms and Applications, Third Editionhttps://www.stubbornhuang.com/900/

Handbook of Discrete and Computational Geometry

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Handbook of Discrete and Computational Geometry, First Editionhttps://www.stubbornhuang.com/1424/
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Handbook of Discrete and Computational Geometry, Second Editionhttps://www.stubbornhuang.com/1426/
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Handbook of Discrete and Computational Geometry, Third Editionhttps://www.stubbornhuang.com/1102/

Geometric tools for computer graphics

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Geometric tools for computer graphics(Philip J. Schneider, and David H. Eberly)https://www.stubbornhuang.com/1100/

Computational Geometry in C

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Computational Geometry in C, First Editionhttps://www.stubbornhuang.com/1432/
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Computational Geometry in C, Second Editionhttps://www.stubbornhuang.com/1096/

Computational Geometry:An Introduction

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Computational Geometry:An Introductionhttps://www.stubbornhuang.com/1093/

Geometric Algebra for Computer Science - An Object-Oriented Approach to Geometry

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Geometric Algebra for Computer Science – An Object-Oriented Approach to Geometry (First Edition)https://www.stubbornhuang.com/1360/

Isosurfaces - Geometry, Topology, and Algorithms

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Isosurfaces – Geometry, Topology, and Algorithmshttps://www.stubbornhuang.com/1364/

Guide to Computational Geometry Processing Foundations, Algorithms, and Methods

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Guide to Computational Geometry Processing Foundations, Algorithms, and Methodshttps://www.stubbornhuang.com/1431/

Discrete and Computational Geometry

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Discrete and Computational Geometryhttps://www.stubbornhuang.com/1567/

Robust and Error-Free Geometric Computing

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Robust and Error-Free Geometric Computinghttps://www.stubbornhuang.com/1572/

Implicit Curves and Surfaces - Mathematics, Data Structures and Algorithms

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Implicit Curves and Surfaces - Mathematics, Data Structures and Algorithmshttps://www.stubbornhuang.com/1573/

Computational Geometry - An Introduction Through Randomized Algorithms

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Computational Geometry - An Introduction Through Randomized Algorithmshttps://www.stubbornhuang.com/1574/

Effective Computational Geometry for Curves and Surfaces

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Effective Computational Geometry for Curves and Surfaceshttps://www.stubbornhuang.com/1576/

Nonlinear Computational Geometry

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Nonlinear Computational Geometryhttps://www.stubbornhuang.com/1590/

Handbook of Computer Aided Geometric Design

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Handbook of Computer Aided Geometric Designhttps://www.stubbornhuang.com/1591/

Computational Geometry on Surfaces - Performing Computational Geometry on the Cylinder, the Sphere, the Torus, and the Cone

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Computational Geometry on Surfaces - Performing Computational Geometry on the Cylinder, the Sphere, the Torus, and the Conehttps://www.stubbornhuang.com/1594/

Geometry for Computer Graphics - Formulae, Examples and Proofs

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Geometry for Computer Graphics - Formulae, Examples and Proofshttps://www.stubbornhuang.com/1820/

Introduction to Computing with Geometry

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Introduction to Computing with Geometryhttps://www.stubbornhuang.com/1878/

Curves and Surfaces for Computer Graphics

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Curves and Surfaces for Computer Graphicshttps://www.stubbornhuang.com/2128/

Geometry for Programmers

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Geometry for Programmers, First Editionhttps://www.stubbornhuang.com/2604/