Games Books
Related Subjects: Conventions Game Design Game Studies Resources Developers and Publishers Play Groups Gambling Video Games Miniatures Trading Cards Puzzles Dice Internet Board Games Card Games Play-By-Mail Tile Games Hand Games Hand-Eye Coordination Roleplaying Party Games Coin-Op Paper and Pencil
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Used price: $54.93

A Graphics Must HaveReview Date: 2004-11-03
Simply the best on modern rendering algorithms and codeReview Date: 2005-11-23
CHAPTER 01. INTRODUCTION
This chapter talks briefly about all kinds of topics related to ray tracing. It also talks about how to understand the code in the book and the book website.
CHAPTER 02. GEOMETRY AND TRANSFORMATIONS
This chapter is pretty basic computer graphics stuff. It talks about coordinate systems, vectors, arithmetic, scaling, dot and cross products,etc. Applying transformations via matrices is also discussed as well as the representation of points, vectors, normals, rays, and bounding boxes.
CHAPTER 03. SHAPES
More basic computer graphics continues with discussions on spheres, differential geometry, cylinders, and disks, paraboloids, triangles and meshes, and the representation and bounding of all of these shapes.
CHAPTER 04. PRIMITIVES AND INTERSECTION ACCELERATION
This chapter is about accelerating the speed of your graphics through grid acceleration, tree construction and representation, and object instantiation.
CHAPTER 05. COLOR AND RADIOMETRY
XYZ color system is discussed along with radiometric integrals including integrals over projected solid angles, integrals over spherical coordinates, and integrals over area. Beginning in this chapter the math becomes more advanced.
CHAPTER 06. CAMERA MODELS
Projective camera models are discussed along with orthographic, perspective, and environment camera models. This information will already be familiar to students of computer vision.
CHAPTER 07. SAMPLING AND RECONSTRUCTION
Frequency domain techniques are discussed starting with the Fourier transform and ideal sampling and reconstruction. Also, antialiasing techniques are explained.
CHAPTER 08. FILM AND THE IMAGING PIPELINE
This chapter talks about topics such as luminance, photometry, bloom, and imaging pipeline stages.
CHAPTER 09. REFLECTION MODELS
The various reflection models are discussed including specular, Fresnel, Lambertian, Oren-Nayer disfuse reflection, and the Lafortune model.
CHAPTER 10. MATERIALS
Matte, plastic, bump mapping, and other material effects are explained very well.
CHAPTER 11. TEXTURE
We return to frequency models some in this chapter. The texture sampling rate, filtering functions, and mapping in spherical, cylindrical, and planar form are explained. Procedural textures are also discussed including the famous Perlin noise, marble, and windy waves.
CHAPTER 12. VOLUME SCATTERING
This chapter is considered more advanced material, and discusses volume scattering processes, absorption, emission, in and out scattering, phase functions, exponential density, and volume aggregates.
CHAPTER 13. LIGHT SOURCES
All kinds of light sources are described including point lights, spotlights, texture projection lights, distant lights, area lights, and infinite area lights.
CHAPTERS 14 and 15 both discuss Monte Carlo integration techniques including improving efficiency.
CHAPTERS 16 and 17 are about light transport. The first chapter is about surface reflection and the second is about volume rendering.
CHAPTER 18. SUMMARY AND CONCLUSION includes a design retrospective, a discussion of abstraction versus reality, and design alternatives including triangles only and streaming computation.
APPENDIXES- These include sections on utilities, scene description interface, input file formats, an index of code fragments, an index of classes and their members, and finally an index of identifiers.
indispensibleReview Date: 2007-05-12
It's strong point is a complete running GI engine. However the literate programming style used in the book meant a lot of time I cannot read a subject by itself. The use of abstract interfaces sort of force you to use the class browser to follow the logic. You pretty much have to read it from the beginning. The quality of the code contained goes beyond the usual standard of code published as examples. It contains a rather sophiscated random number generator. Its treatment of LDS plus sampling and recontruction in general is excellent. It is the only source that shows how to implement Li's algorithm to generate random rays to sample a sphere. Same goes for Malley's. Shirley and Chui's concentric sampling method is hidden in the appendix of a old Siggraph paper.
The book also has code to sample and model most of the common light sources. Which is surprisingly non-trivial.
I highly recommend this book but it does require a certain level of commitment to get the most out of this book. The chapters on sampling, ray differential, texture filtering, light transport I consider must reads for all graphics programmer even though you might not be working on ray tracing.
Excellent resource - thorough and well-writtenReview Date: 2006-08-08
It's written in the context of their particular implementation of a working raytracer, using the fweb programming/documentation system, where basically the program source and the documentation are written as one document. I've always thought this was academic nonsense as far as writing real code in a production environment, but it turns out to be an EXCELLENT way to write a book or code intended for a learning environment.
This strikes the perfect balance between explaining the theory thoroughly and showing how the ideas can be implemented in a real, functional raytracer. They avoid the trap of many other book that focus on a particular implemention, by not getting too bogged down into pecularities of their system.
The source code itself also stands out as a strong point. There are so many books out there with poorly written and unorganized code that you'd never want to read, much less try to work in. The code is well organized, and the coding style easy to read. It's one of the few books I own that contain source code where I actually read the source code and it added something to my experience. I wish everybody who wrote about programming was actually a decent programmer and not just a mathemiticion.
This book has academic rigor and but also well-written explanations. I'm still learning a lot from it. I expect to refer to it frequently over the next years as we (in the video game industry) take more concepts from raytracers and apply them to real-time graphics, as the processors get more and more powerful.
You probably should not be an absolute newbie when it comes to basic 3D math and things like vectors and basic graphics concepts before buying this book. The authors use some calculus, too, if that scares you off.
Six stars out of fiveReview Date: 2004-11-16
It is not a survey-type book, instead of trying to describe every possible method out there, the authors have concentrated on a few selected techniques, that are not only good (modern, fast, easy to implement, etc.), but also have some pedagogical merits and can serve as a gentle introduction to the world of ray tracing and digital image synthesis. Despite focusing on selected areas, the authors managed to squeeze here in an amazing amount of material. Among other topics, this book covers: subdivision surfaces, ray-primitive intersection acceleration techniques (3D DDA and kd-tree), color and radiometry, anti-aliasing, tone mapping, physically based reflection models, texture mapping (including texture anti-aliasing using ray differentials), area lights and HDR Image Based Lighting, volume scattering and much more.
A large part of the book has been devoted to the light transport and Monte Carlo techniques. One can find there an introduction to the theory of Monte Carlo estimation (including selected methods for reducing variance and computation time, like Russian roulette, multiple importance sampling or stratified sampling) and explanation of important light transport equations (rendering and transfer equations).
Finally the authors have described (and implemented) several solutions for the rendering equation: Whitted-style recursive ray tracing, direct illumination estimation, path tracing, irradiance caching and photon mapping.
However, it is not only the vastness of the material covered in this book, that causes this volume should be praised so highly. Perhaps, the style, in which this book has been written, is even more impressive. For each of the topics, the authors start with what is usually known as "dry math and theory", and then show how it is supposed to work as an algorithm (including its dirty details) and finally they explain how to turn this algorithm into C++ code. Each of those transitions concentrates on a small portion of the problem, so it is still easy to understand. Anyone, who had to turn a SIGGRAPH paper into something that works, will immediately recognize what kind of gem this book is - it actually shows how to do it!
This brilliant blend of theory and practice is one of its brightest spots, for learning the theory and math formulas is one thing, but writing a working, robust implementation is completely another.
Those, who prefer studying sources, will get source code of a very good, physically based, extensible ray tracer (called pbrt) with the best documentation one could ever imagine. Documentation that gives the rationale for almost every line of code. It shows not only how they did it, but also why they did it that way.
It is not the only book, that one will ever need - computer graphics is a vast topic - too big to be covered in a single volume, even as huge as this one. However, it is certainly one of the books that everyone interested in photorealistic rendering should buy. The price of this book is really low, if you think about it as of an excellent, first-rate computer graphics course.
Aimed at students, researchers and people interested in computer graphics algorithms, it is an indispensable book for anyone willing to write his own photorealistic (not necessarily physically based!) ray tracer and learn more about computer image synthesis.


A well-drawn and original Pokemon mangaReview Date: 2003-05-31
(1)The Human Race and the Pokemon Race: Ash decides to travel along with Brock, and he meets up with Misty(again) and her three beautiful sisters at the Fuschia Festival. After causing a Tauros to get angry, Misty and Ash end up being saved by a girl named Lara, who's arm is broken thanks to an accident she had while riding her Ponyta. Ash decides to help her out by racing in the Free-For-All with her Ponyta. Unfortunately for Ash, a racer that likes to cheat has other plans for the boy with the red cap.
(2)To Evolve or not to Evolve That is the Question: Misty joins up with Ash and Brock as they head to Stone Town, the place where Evolution Stones cmoe from. Misty meets up with a timid boy named Mikey, and finds out he's apart of some underground society that likes to evolve their Pokemon. The problem is, Mikey doesn't want to evolve his Eevee. And that doesn't exactly make his three brothers happy with him. Misty also begins to question whether she has a 'weakness for younger men'.
(3)Pikachu's Excellent Adventure: Pikachu gets seperated from Ash, and tries to find his way back to his trainer. The electric mouse joins up with Squirtle and some other Pokemon on a journey to find a Poke-Paradise that's supposedly guarded by some godess. On their travels, they meet up with a trio of shady fellows that call themselves 'Team Rocket'.
(4)You Gotta Have Friends: Ash begins to wonder if Pikachu is drifting away from him as he stumbles upon a Pikachu colony.
The artwork is way more realistic than the art in the other Pokemon mangas, and I thought it was kinda cool. Even though this series was aimed at teenagers, Viz decided to edit alot of the scenes to make it appropriate for the kiddies, making the women and the girls less 'endowed', and they now wear FAR more clothes than they originally did. This was good and bad at the same time, because they sorta went overboard with the editing; Misty and some of the other girls are like walls now, if you know what I mean! But still, this is a great book if you're a Pokemon fan, or a shonen manga fan. It's got lots of action, funny and likable characters, and some great artwork.
this one by far would be my favourite!Review Date: 2002-09-08
Pikachu Shocks Back-A great ComicReview Date: 2001-04-13
A Shockingly Good BookReview Date: 2000-04-07
Pokemon comics!Review Date: 2001-12-31

It's a better Nintendo Adventure Book, but it can be hardReview Date: 1998-10-19
C O O LReview Date: 1999-07-18
This is a VERY good book that is PERFECT for Mario fans.Review Date: 1999-05-08
Why not buy a whole collection...Review Date: 1999-05-04
This is an awesome Mario book!Review Date: 1999-09-03

What Would Pirates Do?Review Date: 2008-05-11
Great book for early readingReview Date: 2005-08-09
Great book!Review Date: 2006-05-20
FUNNY!Review Date: 2004-10-03
Pirate SchoolReview Date: 2004-04-24

Used price: $10.71

A trip down memory lane.Review Date: 2007-02-02
A Historical Chapter in the Civilization of Man. Review Date: 2004-08-30
Even those that may deny they are toy lovers must admit they have some time or another played a game they really enjoyed or had a favorite toy of their childhood. Therefore, everyone is a toy lover! THE PLAYMAKERS will bring back memories of happy times for all ages. The collective book Tim Walsh has put together is remarkable. This is not about toys that can be picked up in any toy store or mall or even those toys made just for children. No, no, no! This is about toys for everyone: young and old, male and female. Toys and games made for all to enjoy.
This colorful, informative book by Tim Walsh is so fascinating that every family should have one in their bookcase. THE PLAYMAKERS is a terrific book that is not only fun to read but is also an historical chapter in the civilization of man.
I was looking for a price guide....Review Date: 2005-03-07
Memory Lane for Toys and GamesReview Date: 2004-11-30
A Museum in HardcoverReview Date: 2004-07-02

Great Bridge Book!Review Date: 2007-12-21
Probably the ultimate bridge tip bookReview Date: 2005-09-27
A great re-entry to the book arena by Marty. I just miss the mad scientist who wrote the "Better Bidding with Bergen" books!
Improve every facet of your gameReview Date: 2003-05-02
Entertaining and helpfulReview Date: 2003-09-24
While Bergen writes with wit and flair that keep this book engaging, I wish he'd done a bit less story-telling and provided a bit more depth of content instead. For the price I feel his book is a bit thin, and that's the one thing that keeps me from rating it 5 stars.
Fantastic BookReview Date: 2001-04-05
The second half of the book is about declarer play and defence, and is equally good. What distinguishes this book from the rest is that the author doesn't waste space on the basics, and instead concentrates on the intermediate-to-advanced stuff.

Used price: $0.20

Fantastic gift for a little princessReview Date: 2004-08-28
The illustrations are gorgeous, and the writing is enjoyable for an adult to read as well, because there's a bit of tongue-in-cheek humor sprinkled with some fairy dust throughout that had me purchasing my own copy after I gave it as a gift!
A Must For Princesses of All AgesReview Date: 2004-08-23
young and old. Full of fun, fashion, and oodles of glitter, the
craft projects are creative without being complicated. From
Rapunzel Ribbon Wigs to Fancy-Prancy Dancing Slippers, this crafty
book will surely bring out your inner princess!
Every Princess in Training Needs This BookReview Date: 2004-06-11
Crafty and CreativeReview Date: 2004-08-19
Excellent Creative Book for Kids!!!Review Date: 2004-05-09


Best book ever - get more than one copyReview Date: 2005-11-30
This is one of my 11 month old's favorite books!Review Date: 2005-07-07
Terrific even for my thirteen-year oldReview Date: 2001-08-05
Puppy Peek-A-BooReview Date: 2000-10-30
My son's favorite bookReview Date: 2000-01-03

Used price: $2.84
Collectible price: $12.95

Mental Challenge of the Highest OrderReview Date: 2007-03-28
outstanding resource...and lots of fun!Review Date: 2000-01-26
Will Shortz fanReview Date: 2002-01-17
AN AMERICAN TREASUREReview Date: 2000-05-28
Puzzles, But No TricksReview Date: 2004-01-02
The first type of puzzle is fun, but the second type is my favorite because you usually have to do these in your head. I like to keep one or two in mind for occasions like being stuck in traffic or standing in line. They really make the time fly and you don't need pencil and paper. I find they are also great if you have trouble getting to sleep. Concentrating on a tricky word puzzle or arithmetic calculation sure keeps your mind from wandering all over the place.
And don't look for clever tricks with these puzzles. One thing about Will Shortz is that even though he loves puzzles, he is scrupulously fair. He gives you all the information you will need to solve each problem.

Used price: $3.98

Wonderful Book!!!Review Date: 2008-03-09
I hope Mr. Kohler does a revised and updated edition of this book. The information in it is too good to be allowed to just fade away. I'll definately buy an updated copy.
Just one comment to the author Chris Kohler should he read this review: How about a hack about the Scot Adam's text adventure series for the section of your book on Text Adventure games? Scot Adam's was big in the early 80s.
Thanks!
A good fun read and great projectsReview Date: 2006-11-13
Write and use retro-style gamesReview Date: 2006-03-17
How cool is this!Review Date: 2006-02-02
The bulk of the hacks are focused on emulators - how to get them, how to use them, etc. Which means that you will be Retro-gaming on your PC. Before I nabbed this book, I thought that would be a slightly less than awesome experience. Mainly because the controls leave a lot to be desired (who wants to use a keyboard to play Satan's Hollow.) But thanks to one of the hacks, I now know where to go to get retro game controllers that fit right into your PC.
While retro-gaming on the PC is the the focus of the book, it by no means describes all the content. There is tunds of cruncy goodness in here on obtaining old platforms and cartridges, to hacking your old cartidges / games into your modern platform.
All in all a joy to read, and even more fun to implement. Pick it up! Its a good 'un.
HACKING YOUR WAY TO FUN!!Review Date: 2006-05-26
Kohler, begins by showing you how to play the real thing, setting up classic game systems, fixing broken hardware, and getting good deals on buying games. Then, the author covers new hardware and software that plays old games, whether on an all-in-one joystick or on the PalyStation 2. He continues by covering MAME from all the angles, learning how to play classic arcade games on the PC and other platforms. Next, the author shows you how to play classic console games. Then, the author brings back those classic computers, showing you how to set them up or emulate them. He also shows you how to play with text adventures. Then, he shows you how to get DOS games to work properly under modern operating systems, or even get DOS up and running again. The author continues by showing you how to play at game design. Finally, the author shows you how to hack around inside games, exploring glitches and bugs to your advantage.
The author of this most excellent book shows you how to emulate classic games on everything from cell phones to computers. More importantly, after reading this book, you will have everything you need to have to rediscover classic games in style.
Related Subjects: Conventions Game Design Game Studies Resources Developers and Publishers Play Groups Gambling Video Games Miniatures Trading Cards Puzzles Dice Internet Board Games Card Games Play-By-Mail Tile Games Hand Games Hand-Eye Coordination Roleplaying Party Games Coin-Op Paper and Pencil
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advanced features like photon mapping, volume scattering, path tracing,
etc. The scope of the material it covers is stunning. It starts from the
basics of topics like 3D geometry and ray/object intersections and then
builds up to explain reflection models, advanced texturing techniques, and
then light transport algorithms.
It has excellent discussions of the theory and underlying math of physical
rendering blended (rather well) with very very useful practical
implementations of the theory. The leap from theory to implementation is
often difficult to do, and to do well or efficiently even more difficult.
(The ray acceleration code alone is worth it's weight in gold.) This is an
indispensable book for anyone who wants to write their own ray tracer or
learn more about the latest techniques used in photorealistic rendering.