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Mathematics for 3D Game Programming and Computer Graphics, Second Edition [Hardcover]

Eric Lengyel (Author)
4.1 out of 5 stars  See all reviews (15 customer reviews)

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Mathematics for 3D Game Programming and Computer Graphics, Third Edition Mathematics for 3D Game Programming and Computer Graphics, Third Edition 4.3 out of 5 stars (27)
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Book Description

1584502770 978-1584502777 November 18, 2003 2
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.

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Editorial Reviews

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.

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: 9.6 x 7.6 x 1.3 inches
  • Shipping Weight: 2.6 pounds (View shipping rates and policies)
  • Average Customer Review: 4.1 out of 5 stars  See all reviews (15 customer reviews)
  • Amazon Best Sellers Rank: #225,045 in Books (See Top 100 in Books)

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

15 Reviews
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4 star:
 (1)
3 star:
 (1)
2 star:
 (2)
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Average Customer Review
4.1 out of 5 stars (15 customer reviews)
 
 
 
 
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28 of 29 people found the following review helpful:
5.0 out of 5 stars Essential reference for any 3D graphics work., June 30, 2004
By 
This review is from: Mathematics for 3D Game Programming and Computer Graphics, Second Edition (Hardcover)
Finally, no more searching through all my college math textbooks for the reference I need for real-time 3D software development. The basics of vectors and matrices are of course included, but in much more depth than you got in school, more than likely - and with emphasis on how they are useful in 3D game programming. So many game developers lack an intuitive feel for such basics as transformation matrices, dot products, and cross products and are hobbled by this; just read up to chapter three and the lights will go on, so to speak. The chapter on lighting is particularly, well, enlightening - not only are the various lighting models explained in detail (including some I was unfamiliar with before), but the author provides means for accomplishing them in real-time using texture and vertex shaders.

The notation used in the book is modern and consistent, and the code samples clearly written. I believe this is the first volume to combine complete mathematical explanations of essential 3D computer graphics operations with practical advice on how to implement the sometimes complex math efficiently in real-time systems.

The chapters on picking and collision detection are also complete and include practical advice on implementation in addition to the theory behind it.

This is not a book for most high school math students - the author assumes you've at least been through some higher level math and can talk the basic language of mathematics. However, it does not presuppose that you are familiar with anything but basic calculus, and more importantly, it doesn't assume that you're familiar with some quirky notational system specific to the author. I haven't been in a math class for ten years, but I had no trouble understanding any concepts introduced in this book upon the first read.

I don't forsee this volume leaving my desk anytime soon!

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35 of 39 people found the following review helpful:
3.0 out of 5 stars Math majors rejoice, March 1, 2007
By 
GameMaker (Portland, OR USA) - See all my reviews
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This review is from: Mathematics for 3D Game Programming and Computer Graphics, Second Edition (Hardcover)
To be honest, while I find this book to be a decent reference, I find it to be pretty inaccessible in terms of sitting down and reading through it in an attempt to learn the concepts. As a non-math major (I'm actually an engineer and software developer) these math concepts are by no means beyond me. But rather than simply being presented with equation after equation, proof after proof, what I find a lot more valuable is more discussion on the usage of these equations. Specifically I'd like to see examples, diagrams, and code, and there is precious little of any of that in this book.

In other words, this book is very much like what you expect to find in a very dry upper devision college math text for the consumption of math majors who are used to such things. But for a non math major just trying to make use of these concepts in order to get the job done and make games? eh, not so much.

Still, I do think this book is useful as a reference when I want to look up an equation as there are a ton of them crammed into this book, but for me, I just don't find this book to be very good as a learning tool.
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16 of 17 people found the following review helpful:
5.0 out of 5 stars This book is fantastic, August 3, 2004
This review is from: Mathematics for 3D Game Programming and Computer Graphics, Second Edition (Hardcover)
This book is great. Its material is well explained, the topics covered are complete (for the most part), and the examples make sense. It is a fantastic reference that should be on the shelf of any professional game programmer or aspiring game programmer. However, this book isn't a hand holding guide to making "cool" games, as some reviewers expected it to be. There is no single book for that. There are so many topics to cover, it would be impossible to put them all into one text. Please don't be fooled by reviews from non-professionals, as this book is a must have. For a list of beginner books to give yourself an introduction to game programming, feel free to send me an email.
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