9781584500377-1584500379-Mathematics for 3D Game Programming & Computer Graphics (Game Development Series)

Mathematics for 3D Game Programming & Computer Graphics (Game Development Series)

ISBN-13: 9781584500377
ISBN-10: 1584500379
Edition: First Edition
Author: Eric Lengyel
Publication date: 2001
Publisher: Charles River Media
Format: Hardcover 382 pages
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Book details

ISBN-13: 9781584500377
ISBN-10: 1584500379
Edition: First Edition
Author: Eric Lengyel
Publication date: 2001
Publisher: Charles River Media
Format: Hardcover 382 pages

Summary

Mathematics for 3D Game Programming & Computer Graphics (Game Development Series) (ISBN-13: 9781584500377 and ISBN-10: 1584500379), written by authors Eric Lengyel, was published by Charles River Media in 2001. With an overall rating of 3.9 stars, it's a notable title among other AI & Machine Learning (Computer Science, Games & Strategy Guides, Game Programming, Programming) books. You can easily purchase or rent Mathematics for 3D Game Programming & Computer Graphics (Game Development Series) (Hardcover) from BooksRun, along with many other new and used AI & Machine Learning books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $0.72.

Description

This book illustrates the mathematical concepts that a game developer 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 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 the Taylor series.

Key Features:

* Concentrates on key mathematical topics for programming 3D game engines

* Discusses applications in the context of the OpenGL architecture due to its cross-platform nature and long-standing industry acceptance. Makes references to modern 3D hardware such as GeForce 3 from Nvidia

* Selected topics include Quaternions, Homogeneous Coordinates, Ray Tracing, Bump Mapping, Portal Systems, Polygonal Techniques, Shadows, and Physics

* Includes exercise sets for use as a textbook

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