Math for 3D Game Programming & Computer Graphics

by
Edition: 2nd
Format: Hardcover
Pub. Date: 2003-11-17
Publisher(s): Charles River Media
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Summary

This completely updated second edition illustrates the mathematical concepts that a game programmer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series.

Table of Contents

The Rendering Pipeline
Vectors
Matrices
Transforms
3D Engine Geometry
Ray Tracing
Illumination
Visibility Determination
Collision Detection
Polygonal Techniques
Shadows
Linear Physics
Rotational Physics
Fluid Simulation
Numerical Methods
Curves and Surfaces
Complex Numbers
Trigonometry Reference
Coordinate Systems
Taylor Series
Answers to Exercises
Table of Contents provided by Publisher. All Rights Reserved.

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