3D Math Primer for Graphics and Game Development and over one million other books are available for Amazon Kindle. Learn more



or
Sign in to turn on 1-Click ordering
Sell Us Your Item
For a $3.13 Gift Card
Trade in
More Buying Choices
Have one to sell? Sell yours here
Start reading 3D Math Primer for Graphics and Game Development on your Kindle in under a minute.

Don't have a Kindle? Get your Kindle here, or download a FREE Kindle Reading App.
Sorry, this item is not available in
Image not available for
Color:
Image not available

To view this video download Flash Player

 

3D Math Primer for Graphics and Game Development (Wordware Game Math Library) [Paperback]

Fletcher Dunn , Ian Parberry
4.3 out of 5 stars  See all reviews (57 customer reviews)

Buy New
$31.26 & FREE Shipping. Details
Rent
$24.28
Only 8 left in stock (more on the way).
Ships from and sold by Amazon.com. Gift-wrap available.
In Stock.
Rented by RentU and Fulfilled by Amazon.
Want it tomorrow, May 22? Choose One-Day Shipping at checkout. Details
Free Two-Day Shipping for College Students with Amazon Student

Formats

Amazon Price New from Used from
Kindle Edition $29.70  
Paperback $31.26  
Sell Back Your Copy for $3.13
No matter where you bought them, get up to 70% back when you sell your books at Amazon.com.
Used Price$12.00
Trade-in Price$3.13
Price after
Trade-in
$8.87
There is a newer edition of this item:
3D Math Primer for Graphics and Game Development, 2nd Edition 3D Math Primer for Graphics and Game Development, 2nd Edition 4.7 out of 5 stars (10)
$59.15
In Stock.

Book Description

June 21, 2002 1556229119 978-1556229114 1
3D Math Primer for Graphics and Game Development covers fundamental 3D math concepts that are especially useful for computer game developers and programmers. The authors discuss the mathematical theory in detail and then provide the geometric interpretation necessary to make 3D math intuitive. Working C++ classes illustrate how to put the techniques into practice, and exercises at the end of each chapter help reinforce the concepts. This book explains basic concepts such as vectors, coordinate spaces, matrices, transformations, Euler angles, homogenous coordinates, geometric primitives, intersection tests, and triangle meshes; discusses orientation in 3D, including thorough coverage of quaternions and a comparison of the advantages and disadvantages of different representation techniques; describes working C++ classes for mathematical and geometric entities and several different matrix classes, each tailored to specific geometric tasks; includes complete derivations for all the primitive transformation matrices.

Frequently Bought Together

3D Math Primer for Graphics and Game Development (Wordware Game Math Library) + Mathematics for 3D Game Programming and Computer Graphics, Third Edition + Game Engine Architecture
Price for all three: $136.28

Buy the selected items together


Editorial Reviews

About the Author

Fletcher Dunn is the principal programmer at Terminal Reality, where he has worked on Nocturne and 4x4 Evolution and is currently lead programmer for BloodRayne. He has developed games for Windows, Mac, Dreamcast, Playstation II, Xbox, and GameCube.

Ian Parberry is a professor of computer science at the University of North Texas and is internationally recognized as one of the top academics teaching computer game programming with DirectX. He is also the author of Learn Computer Game Programming with DirectX 7.0 and Introduction to Computer Game Programming with DirectX 8.0.


Product Details

  • Paperback: 429 pages
  • Publisher: Jones & Bartlett Publishers; 1 edition (June 21, 2002)
  • Language: English
  • ISBN-10: 1556229119
  • ISBN-13: 978-1556229114
  • Product Dimensions: 7.5 x 0.9 x 9.2 inches
  • Shipping Weight: 1.5 pounds (View shipping rates and policies)
  • Average Customer Review: 4.3 out of 5 stars  See all reviews (57 customer reviews)
  • Amazon Best Sellers Rank: #229,924 in Books (See Top 100 in Books)

More About the Authors

Discover books, learn about writers, read author blogs, and more.

Customer Reviews

The explanations are very clear. Carmine T. Guida  |  12 reviewers made a similar statement
Most Helpful Customer Reviews
159 of 161 people found the following review helpful
5.0 out of 5 stars If you really want to *understand* 3d graphics March 22, 2003
Format:Paperback
I bought Mathematics for 3D Game Programming & Computer Graphics and this book hoping to learn the basics of 3D for game development. I wanted a book to really help me to understand -not only know- the principles behind 3D development.

I found that Mathematics for 3D Game Programming & Computer Graphics was a "copy and paste" of parts of a linear algebra textbook. It had the interesting parts for graphics developers, but it did nothing in terms of reaching / teaching the reader, explaining things and helping to smooth the learning curve. It was pure math.

Well, 3D Math Primer for Graphics and Game Development it's just the opposite. It's clear, concise and mathematical rigorous, but at the same time it tries to reach the reader, explains the math of 3D graphics AND the reasons behind that math. Whenever possible it always gives you a graphic interpretation of what you are reading and if that's not possible, it gives you extra explanations. The authors know where the hard parts are and excel at helping you to understand them. Where most books give you a theorem and left you in your own (face it: most books) this one tries to help you to get a step beyond and understand the math and the workings of it.

There is a clear feeling in all the book: usefulness.

This book -in terms of smoothing the learning curve- is to current basic 3D math what Realtime Rendering is to current 3D algorithms and techniques.

The bad:

1. It's very basic. Don't expect to go from 0 to 100 with this book. It will give you the basics, but you will need to continue.
2. It's not mean to give you full working code. The code examples are to illustrate how the concepts can be implemented in software, not to provide a full working library.

To sum it up: a book to understand, not just "know" the math behind 3D math written in a clear and non-pretentious way.

Comment | 
Was this review helpful to you?
88 of 89 people found the following review helpful
5.0 out of 5 stars Very good book to get started with October 16, 2003
Format:Paperback
The authors state early on that this book is intended as the first book an aspiring game programmer should read, and I would agree that for the most part it lives up to that goal. Many 3D game programming books include math primers covering a chapter or two, but really, 3D math is a huge topic deserving an entire volume. This book provides a great service, then, in that it thoroughly covers most of the basic topics that graphics programmers need to know, in a tutorial style that should be accessible to all beginners. Hopefully, we'll start to see more game programming books that focus on their core material and defer coverage of 3D math to books like this one rather than trying to pack unavoidably incomplete coverage into a few dozen pages.

So, what exactly does it cover? It starts off with a couple of chapters on coordinate systems, and then spends three chapters on vectors, followed by another three chapters on matrices and transformations. It then covers orientation, comparing matrix, Euler angle, and quaternion representations (including one of most clear explanations of quaternions that I've encountered), before diving into several chapters covering geometric primitives, including detailed coverage of working with triangle meshes.

The book closes with a chapter applying 3D math to graphics in areas such as lighting, fog, coordinates spaces, LOD, culling and clipping, and so on, and another chapter on visibility determination, touching on things like quad- and octrees, BSP trees, PVS, and portal techniques. The explanations in these chapters are much less complete, taking more of an overview approach. Others have criticized the book for this, but I feel that an overview is appropriate, since it then sets the stage for these topics to be covered in detail in other game programming books.

I'd definitely recommend this book to anyone just getting started with game and graphics programming.

Comment | 
Was this review helpful to you?
28 of 29 people found the following review helpful
4.0 out of 5 stars Great book for beginners in 3D September 17, 2002
By Dave R
Format:Paperback
Well I must say that the book was very well written overall. I'll get to the reasons why I only gave it 4 stars instead of 5 shortly.

First, it is my opinion that you need to know the following before you even get started with this book to get the most out of it. You should know at least algebra level math, preferrably at a college level. While the book states you don't need to know trig, I believe it will help you if you do know at least some trig. Finally you should obviously know C++ fairly well, the book heavily leans towards C++, but if you understand the material in the book well enough you shouldn't have too much problems porting it to another language.

Some of the major topics covered in the book from beginning to end are the cartesian coordinate system, vectors, matrices, euler angles, quaterions, geometric primitives, geometrics tests (i.e. intersection tests), triangle meshes, lighting equations and visibility determination. Plus an appendix that covers some trigonometry.

Ok, the good news. I believe about first 3/4's of the book are top notch. The authors went to extreme lengths to cover the material with very clear and concise explanations of the math topics that are covered and have plenty of pictures to help you understand it. The chapters that cover vectors and matrices made it very clear to me why and how this stuff is used in 3d graphics. The authors also consider the pros and cons of using matrixes, euler angles and quaterions in depth. And at the end most of the chapters are some exercises that help reinforce the material. It's just great stuff!

Now the bad news. I feel the last quater of the book had a very rushed feel to it. The topics in those sections just don't meet up to the level of first 3/4's of the book. Topics are skimmed over or just summarily introduced and most of the time you get 'This is beyond the scope of this book, etc..'. Now I understand that most of those topics are beyond the scope of the book but I guess that I got used to the excellent reading of the earlier chapters so I ended up feeling somewhat dissapointed by the remaining ones. But on a positive note they do supply other resources you can look to in the bibliography. One last gripe that I have is they only supply the answers to the exercises up to chapter 7 on their website, they need the answers to the remaining chapters. Those are the reasons why I gave it 4 stars instead of 5.

Finally, I do highly recommend this book if you interested in learning about 3D programming and it will lay a good foundation for you to move onto other 3D programming books. The positives far outweighs the negatives so it's a great place to start your exploration into the world of 3D graphics!

Comment | 
Was this review helpful to you?
Most Recent Customer Reviews
5.0 out of 5 stars Looks Very Good
I had a quick browse through the book, I don't have the time to work through it now I bought it for next year but from what I could digest from the sample pages I read it is very... Read more
Published 7 months ago by playerdark
4.0 out of 5 stars Great book to learn
I've been online looking for information on 3D math. There are many sites available. The problem I had was that I had to go to many different sites to learn bits and pieces. Read more
Published 12 months ago by Barton H. Thibodeaux
4.0 out of 5 stars Jaruwan Mesit
This book does a great job at providing you into the underlying concepts of some pretty difficult concepts. Read more
Published 12 months ago by Jaruwan Mesit
5.0 out of 5 stars Best 3D Math Primer
I have at least 3 books about math for computer graphics and games. This is the best one by Far. It also has extra information summarize that is found in other books but better... Read more
Published on April 21, 2011 by IBLUES
2.0 out of 5 stars Didn't live up to my expectations
It wasn't terrible, but I certainly wouldn't recommend it. If you really want to learn how to interact with a graphics card you're going to need to get a book that teaches OpenGL... Read more
Published on January 16, 2011 by Gabe
5.0 out of 5 stars 3D Math Primer For Graphics and Game Development
Excellent book that deals with the Physics of 3D graphics and their implementation.
17 Chapters of highly intensive material , dedicated for those who truly wish to explore... Read more
Published on December 23, 2010 by N S
5.0 out of 5 stars Great balance of theory and pragmatism
I was looking for a book that covered all of the 3-D vector math basics for game programmers, and came across this one. Read more
Published on September 7, 2010 by Nekoashi
5.0 out of 5 stars Best intro to 3D math, hands down
The past week I've picked up about three different math books aimed for game programmers, which gloss over important math topics that a game programmer would most likely encounter... Read more
Published on August 31, 2010 by Nicholas DiMucci
5.0 out of 5 stars Great foundation for 3d game programming
I have been trying to learn game development and programming for almost a year as a hobby and can kind of get by knowing different concepts and properties. Read more
Published on June 22, 2010 by Scott L. Petrovic
5.0 out of 5 stars Excellent Book, Rush to Buy
This is a great book. It explains very complex 3d math problems in very simple terms with great illustrations. Read more
Published on April 25, 2010 by clivebaker
Search Customer Reviews
Only search this product's reviews




What Other Items Do Customers Buy After Viewing This Item?


Forums

Topic From this Discussion
Accompanying website www.gamemath.com for textbook vanishes
site's back. Most likely you had a temporary outage of some sort (like someone forgetting to pay their domain renewal fees in time).
Aug 5, 2007 by J. T. Wenting |  See all 2 posts
Have something you'd like to share about this product?
Start a new discussion
Topic:
First post:
Prompts for sign-in
 


Search Customer Discussions
Search all Amazon discussions


So You'd Like to...


Create a guide


Look for Similar Items by Category