Poetry Madness
 
 

Recently Viewed clear list


Interviews | March 17, 2014

Shawn Donley: IMG Peter Stark: The Powells.com Interview



Peter StarkIt's hard to believe that 200 years ago, the Pacific Northwest was one of the most remote and isolated regions in the world. In 1810, four years... Continue »
  1. $19.59 Sale Hardcover add to wish list

spacer
Qualifying orders ship free.
$46.89
List price: $69.99
New Hardcover
Ships in 1 to 3 days
Add to Wishlist
Qty Store Section
1 Local Warehouse Mathematics- General

More copies of this ISBN

Mathematics for 3D Game Programming and Computer Graphics

by

Mathematics for 3D Game Programming and Computer Graphics Cover

 

Synopses & Reviews

Publisher Comments:

This updated third edition addresses the mathematical skills that a programmer needs to develop a 3D game engine and computer graphics for professional-level games. MATHEMATICS FOR 3D GAME PROGRAMMING & COMPUTER GRAPHICS, THIRD EDITION is suitable for advanced programmers who are experienced with C++, DirectX, or OpenGL. The book begins at a fairly basic level, covering 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. It discusses the math first; then it presents how to translate the math into programs. By providing the math behind the effect, screenshots of the results, and samples of code that translate the math so that the effect is achieved, readers get the full story rather than only a mathematical explanation or a set of code samples that are not clearly drawn from mathematical expressions. With this revised edition, almost every chapter will provide a programming example taken directly from a real-world game programming context, and based on programs that have been written and used in game engine development.

Synopsis:

Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus. Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book's companion website provides sample code illustrating the mathematical and physics topics discussed in the book.

Synopsis:

MATHEMATICS FOR 3D GAME PROGRAMMING AND COMPUTER GRAPHICS, THIRD EDITION, illustrates the mathematical concepts that a game developer needs to develop 3D computer graphics and game engines at the professional level. 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 Taylor series. Each chapter ends with a summary of important concepts and several exercises. This updated third edition expands upon topics that include projections, shadows, physics, cloth simulation, and numerical methods.

About the Author

Eric Lengyel is the author of the first two editions of the book, "Mathematics for 3D Game Programming and Computer Graphics." He is the Chief Technology Officer for the game engine development studio Terathon Software. Eric holds an M.S. in Mathematics from Virginia Tech and has written several articles for gamasutra.com and the "Game Programming Gems" series.

Table of Contents

Preface. 1. The Rendering Pipeline. 2. Vectors. 3. Matrices. 4. Transforms. 5. 3D Engine Geometry. 6. Ray Tracing. 7. Illumination. 8. Visibility Determination. 9. Collision Detection. 10. Polygonal Techniques. 11. Shadows. 12. Linear Physics. 13. Rotational Physics. 14. Fluid Simulation. 15. Numerical Methods. 16. Curves and Surfaces. Appendix A: Complex Numbers. Appendix B: Trigonometry Reference. Appendix C: Coordinate Systems. Appendix D: Taylor Series. Appendix E: Answers to Exercises.

Product Details

ISBN:
9781435458864
Author:
Lengyel, Eric.
Publisher:
Cengage Learning PTR
Author:
Lengyel, Eric
Author:
Lengyel, Eric (Eric Lengyel)
Subject:
Computer Graphics - Game Programming
Subject:
game programming
Subject:
Advanced Game Programming
Subject:
Math For Game Programming
Subject:
Math For 3D Graphics
Subject:
C
Subject:
DirectX
Subject:
OpenGL
Subject:
Math For Game P
Subject:
rogramming
Subject:
Software Engineering-Game Design
Subject:
General Computers
Copyright:
Publication Date:
20110602
Binding:
Hardback
Grade Level:
Professional and scholarly
Language:
English
Pages:
576

Related Subjects

Computers and Internet » Networking » General
Computers and Internet » Software Engineering » Game Design
Religion » Comparative Religion » General
Science and Mathematics » Mathematics » General

Mathematics for 3D Game Programming and Computer Graphics New Hardcover
0 stars - 0 reviews
$46.89 In Stock
Product details 576 pages Course Technology - English 9781435458864 Reviews:
"Synopsis" by , Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus. Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book's companion website provides sample code illustrating the mathematical and physics topics discussed in the book.
"Synopsis" by , MATHEMATICS FOR 3D GAME PROGRAMMING AND COMPUTER GRAPHICS, THIRD EDITION, illustrates the mathematical concepts that a game developer needs to develop 3D computer graphics and game engines at the professional level. 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 Taylor series. Each chapter ends with a summary of important concepts and several exercises. This updated third edition expands upon topics that include projections, shadows, physics, cloth simulation, and numerical methods.
spacer
spacer
  • back to top
Follow us on...




Powell's City of Books is an independent bookstore in Portland, Oregon, that fills a whole city block with more than a million new, used, and out of print books. Shop those shelves — plus literally millions more books, DVDs, and gifts — here at Powells.com.