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

Eric Lengyel




[PDF.au23] Mathematics for 3D Game Programming and Computer Graphics, Third Edition

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 | #149516 in Books |  Course Technology PTR |  2011-06-02 | Original language:English | PDF # 1 |  9.00 x7.00 x1.50l,4.03 | File type: PDF | 576 pages

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||42 of 43 people found the following review helpful.| The definitive guide for 3D math|By Patrick Rouse|As a word of warning, do not purchase this book expecting it to teach you math fundamentals. If you do not have a background of at least algebra and trigonometry (and preferably a bit of calculus), you owe it to yourself to pick up another book and brush up on these fundamentals. While there are a few appendices covering a h| |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 P

This updated 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 e...

You can specify the type of files you want, for your device.Mathematics for 3D Game Programming and Computer Graphics, Third Edition   |  Eric Lengyel. I was recommended this book by a dear friend of mine.

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