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Mathematics for 3D Game Programming and Computer Graphics
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Mathematics for 3D Game Programming and Computer Graphics

Mathematics for 3D Game Programming and Computer Graphics

Eric Lengyel

382 pages, parution le 16/01/2002

Résumé

This book 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 the Taylor series.

Contents

Introduction

  1. Vectors
  2. Matrices
  3. Transforms
  4. 3D Engine Geometry
  5. Ray Tracing
  6. Illumination
  7. Visibility Determination
  8. Collision Detection
  9. Polygonal Techniques
  10. Linear Physics
  11. Rotational Physics
  12. Fluid Simulation
  13. Complex Numbers
  14. Trigonometry Reference
Appendices

Bibliography

Index

L'auteur - Eric Lengyel

Eric Lengyel (Sunnyvale, CA), best-selling author of Mathematics for 3D Game Programming and Computer Graphics, is the Chief Technology Officer for the game engine development studio, Terathon Software. He holds an M.S. in Mathematics from Virginia Tech and has written several articles for gamasutra.com and the Game Programming Gems series.

Caractéristiques techniques

  PAPIER
Éditeur(s) Charles River Media
Auteur(s) Eric Lengyel
Parution 16/01/2002
Nb. de pages 382
Format 19,2 x 24,2
Couverture Relié
Poids 974g
Intérieur Noir et Blanc
EAN13 9781584500377
ISBN13 978-1-58450-037-7

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