3D Math Primer for Graphics and Game Development (2nd Ed.)

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Language: English

Approximative price 129.87 €

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824 p. · 19.1x23.5 cm · Hardback
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.

Cartesian Coordinate Systems. Vectors. Multiple Coordinate Spaces. Introduction to Matrices. Matrices and Linear Transformations. More on Matrices. Polar Coordinate Systems. Rotation in Three Dimensions. Geometric Primitives. Mathematical Topics from 3D Graphics. Mechanics 1: Linear Kinematics and Calculus. Mechanics 2: Linear and Rotational Dynamics. Curves in 3D. Afterword. Appendices. Bibliography. Index.

Computer game designers and video game programmers.

Fletcher Dunn has been programming video games professionally since 1996. He served as principle programmer at Terminal Reality in Dallas, where he was one of the architects of the Infernal engine and lead programmer on BloodRayne. He was a technical director for the Walt Disney Company at Wideload Games in Chicago, where he was the lead programmer for Disney Guilty Party, which won IGN's Family Game of the Year at E3 2010. He is currently a developer at Valve Software in Bellevue, Washington.

Ian Parberry is a professor in the Department of Computer Science and Engineering at the University of North Texas. Dr. Parberry has more than a quarter century of experience in research and teaching and is nationally known as one of the pioneers of game programming in higher education.