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Math For 3D Game Programming & Computer Graphics by Eric Lengyel β€” book cover
Graphics Programming, Game Programming, Computer Mathematics

Math For 3D Game Programming & Computer Graphics

by Eric Lengyel
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Overview

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.

Synopsis

Mathematics for 3D Game Programming and Computer Graphics, Second Edition illustrates all the mathematical techniques that software engineers, graphics programmers, and game programmers need to develop a professional-quality 3D engine, and has been completely updated to cover all the recent advancements in 3D graphics technology. In addition to providing all new information on illumination, collision detection, polygonal techniques, and much more, there are four completely new chapters covering the rendering pipeline, shadows, numerical methods, and curves and surfaces. Each chapter includes completely new summaries and exercise sets for additional practice, or for use as a textbook. The book assumes a working knowledge of calculus, trigonometry, and how to use 3D graphics libraries.

KEY FEATURES
       Concentrates on key mathematical topics for programming 3D game engines
       Includes four completely new chapters on the rendering pipeline, shadows, numerical methods, and curves and surfaces
       Contains updated information on illumination, collision detection, and polygonal techniques, with new discussions
        on bilinear and trilinear texture filtering, infinite projection matrices, and much more
       Includes exercise sets for use as a textbook

About the Author, 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 (Charles River Media).

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Book Details

Published
November 1, 2003
Publisher
Cengage Learning
Pages
550
Format
Hardcover
ISBN
9781584502777

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