Networked Graphics 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. It 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
Autorentext
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.
Klappentext
Networked Graphics 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. It 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.
Inhalt
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