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Mathematics for 3D Game Programming and Computer Graphics, Second Edition (Game Development Series)
 
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Mathematics for 3D Game Programming and Computer Graphics, Second Edition (Game Development Series) (Hardcover)

by Eric Lengyel (Author)
4.1 out of 5 stars  (13 customer reviews)

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Editorial Reviews
Product Description
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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Product Details
  • Hardcover: 551 pages
  • Publisher: Charles River Media; 2 edition (November 18, 2003)
  • Language: English
  • ISBN-10: 1584502770
  • ISBN-13: 978-1584502777
  • Product Dimensions: 9.2 x 7.7 x 1.5 inches
  • Shipping Weight: 2.9 pounds (View shipping rates and policies)
  • Average Customer Review: 4.1 out of 5 stars  (13 customer reviews)
  • Amazon.com Sales Rank: #147,593 in Books (See Bestsellers in Books)
    (Publishers and authors: Improve Your Sales)
  • This item is part of