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Mathematics for 3D Game Programming and Computer Graphics, Second Edition


Author: Eric Lengyel

Category: Technical

Tag: Game Development


Posted on 2007-06-22, updated at 2009-12-04. By anonymous.

Description

  • Author: Eric Lengyel

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.



Book Info

Text concentrates on key mathematical topics for programming 3D game engines and computer graphics. Includes new chapters on the graphics pipeline, the stencil shadow rendering technique, and numerical methods. Includes exercise sets for use as a textbook. Previous edition: c2001. Softcover. DLC: Computer games--Programming.

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Comments

1 Comments for "Mathematics for 3D Game Programming and Computer Graphics, Second Edition":

  1. the link is broken
    Posted by guest on 2009-12-04 14:11, email hidden.

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