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Mathematics for 3D Game Programming and Computer Graphics, Third Edition Hardcover – June 2, 2011

ISBN-13: 860-1400121979 ISBN-10: 1435458869 Edition: 3rd

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Mathematics for 3D Game Programming and Computer Graphics, Third Edition + Game Coding Complete, Fourth Edition + Game Engine Architecture
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Product Details

  • Hardcover: 576 pages
  • Publisher: Cengage Learning PTR; 3rd edition (June 2, 2011)
  • Language: English
  • ISBN-10: 1435458869
  • ISBN-13: 978-1435458864
  • Product Dimensions: 9.4 x 7.6 x 1.7 inches
  • Shipping Weight: 4 pounds (View shipping rates and policies)
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (20 customer reviews)
  • Amazon Best Sellers Rank: #73,696 in Books (See Top 100 in Books)

Editorial Reviews

Review

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.

About the Author

Eric Lengyel is a veteran of the computer games industry with over 16 years of experience writing game engines. He has a PhD in Computer Science from the University of California at Davis and an MS in Mathematics from Virginia Tech. Eric is the founder of Terathon Software, where he currently leads ongoing development of the C4 Engine.

More About the Author

Eric Lengyel is a veteran of the computer games industry with over 16 years of experience writing game engines. He has a PhD in Computer Science from the University of California at Davis and an MS in Mathematics from Virginia Tech. Eric is the founder of Terathon Software, where he currently leads ongoing development of the C4 Engine.

Customer Reviews

Makes things very clear.
CLAUZEL Constantin
Some of the topics are geared more for advanced programmers, but intermediate skill level is really all that's necessary to understand them.
K. Moser
Mathematics for 3D Game Programming and Computer Graphics is an excellent reference book for anyone doing 3D work.
Patrick Rouse

Most Helpful Customer Reviews

22 of 22 people found the following review helpful By Patrick Rouse on January 16, 2012
Format: Hardcover Verified Purchase
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 handful of topics, they are less about explaining the topic and more of reference pages.

Mathematics for 3D Game Programming and Computer Graphics is an excellent reference book for anyone doing 3D work. The topics are very to the point and few pages are wasted explaining basic math principles (hence the warning about having a decent math background). The book probably won't teach anyone who doesn't know they underlying principles but will be your go-to reference for any algorithm you implement.

The book starts with the reviews of the requisite vector, matrix, transformation (including rotations by quaternions) and basic geometry for a view frustum, but quickly dives into more advanced topics. Ray tracing is covered for all areas of use, from light maps to reflections. The lighting chapter covers texturing using several map types as well as lighting models with a very enjoyable discussion of specular reflection models.

Solid chapters on culling using bounding volumes and portal systems, shadowing and curve algorithms round out the first half of the book. The second half is devoted to the mathematics of physics, with chapters on basic collision detection, linear and rotational physics. The simulation of fluids and cloth (one of the more difficult physical models to accurately compute in a game) gets it's own chapter and it's a highlight for anyone implementing character clothing animation or a realistic water volume.
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37 of 42 people found the following review helpful By Karen E. Pittman on December 5, 2011
Format: Kindle Edition Verified Purchase
This book is just what I have been looking for: something that presents and cogently explains the math that is most useful for implementing 2d and 3d computer graphics. If the Kindle edition did not have the problems it has, I would give it 5 stars. However, it gets a poor rating for two reasons. One, the diagrams are too small! Other Kindle documents allow the reader to scale images, but not this one. Two, and this is just INEXCUSABLE: The Kindle edition, but not the print edition, has errors that make the equations and proofs worthless. I can't quote examples exactly because special characters don't show up properly, but here's a description of three examples:

1. print p. 13, Theorem 2.2
Kindle uses improper notation in (c), and an ill-formed expression in (d).

2. print p. 14, fig 2.1: "The triangle inequality states that [equation]"
Kindle reverses the inequality in the equation.

3. print p. 15,
"Definition 2.3. The dot product of two n-dimensional vectors P and Q, written as ..."
Kindle leaves out a crucial character in the "written as" formula.
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The manufacturer commented on this review(What's this?)
Liz P. says
April 23, 2014
Yes, this is being addressed now. We (the Publisher) will be reloading new files to Amazon's print replica program so the layout, including diagrams, notations and other pedagogy will mirror the print version. This new version should be live within a few days. Our apologies for any inconvenience this has caused.
6 of 6 people found the following review helpful By Draqolv on September 5, 2011
Format: Hardcover Verified Purchase
I believe this book is targeted towards a lack of intro level computer graphics texts amongst colleges. I highly recommend this book because it is way cheaper than the texts I bought for my class ($140) AND it has the same contents if not more. It goes over everything I need to learn in my class and Eric is very easy to contact if you need extra explanation which is just unheard of.
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15 of 19 people found the following review helpful By Alan Tatourian on April 12, 2012
Format: Hardcover
The book expects one to have significant prior knowledge in mathematics and physics. Not a good book for beginners and is not that valuable for experts. The book has 16 chapters and spends on average 20 to 30 pages per each very complex topic - how can you explain fluid dynamics in 20 pages? A reference of formulas? To a degree. It does not hurt owning the book to look up a formula if you forgot one. I found that I could cross-reference some of the problems with material on the Internet where you can find much better explanations.

P.S. there is no programming in the book with the exception of a few OpenGL listings which I did not find interesting.
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4 of 4 people found the following review helpful By Debbie Rhodes on September 20, 2011
Format: Hardcover Verified Purchase
The graphics alone make this a quality book. I use it in conjunction with my University level programming book to be one step ahead of the Professor.
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6 of 7 people found the following review helpful By ZHU KE on July 28, 2013
Format: Kindle Edition Verified Purchase
There are so many errors in kindle edition of this book, particularly when it comes to maths formulas!!
The content of the book is good though, but the numerous errors are really frustrating.

Do not buy kindle edition of this book!
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3 of 3 people found the following review helpful By K. Moser on January 28, 2013
Format: Hardcover Verified Purchase
Great book. It has plenty of examples and explanation for each concept covered. I've used it as a reference on a number of projects. Some of the topics are geared more for advanced programmers, but intermediate skill level is really all that's necessary to understand them.
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3 of 3 people found the following review helpful By Wendell Silva on September 12, 2011
Format: Hardcover Verified Purchase
From the first to the last page first, this book is very well written and full of examples which really make sense. From the beautiful math to the implementation examples: a masterpiece. If you are want to understand what is inside an 3D graphic engine (for gaming or not), this THE BOOK! Congratulations Eric Lengyel.
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