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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)

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4.0 out of 5 stars  See all reviews (12 customer reviews)

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Mathematics for 3D Game Programming and Computer Graphics, Second Edition (Game Development Series) + 3D Math Primer for Graphics and Game Development (Wordware Game Math Library) + Mathematics and Physics for Programmers (Game Development Series)
Price For All Three: $102.40

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  • This item: Mathematics for 3D Game Programming and Computer Graphics, Second Edition (Game Development Series) by Eric Lengyel

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  • 3D Math Primer for Graphics and Game Development (Wordware Game Math Library) by Ian Parberry

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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.

Key Features
* Includes four new chapters: the graphics pipeline, the stencil shadow rendering technique, curves & surfaces, and numerical methods
* Concentrates on key mathematical topics for programming 3D game engines
* Discusses applications in the context of the OpenGL architecture due to its cross-platform nature and long-standing industry acceptance. Sample rendering code is presented using ARB vertex programs and fragment programs
* Selected topics include quaternions, homogeneous coordinates, ray tracing, bump mapping, portal systems, polygonal techniques, shadows, and physics
* Includes exercise sets for use as a textbook

New to This Edition
The following are selected revisions in the second edition:
* A new preliminary chapter that provides a review of the 3D rendering pipeline
* A new chapter containing an advanced discussion of the stencil shadow rendering technique
* A new chapter covering various numerical methods pertinent to 3D graphics programming, including numerical solutions to linear systems, numerical eigenvalue determination, and numerical integration
* A new chapter covering curves and surfaces, including Bézier curves and B-splines
* New discussions of texture filtering, mipmapping, and infinite projection matrices
* Updated lighting method implementations and collision detection techniques
* Additional exercises in all chapters



About the Author

Eric Lengyel (Sunnyvale, CA) is the Chief Technology Officer for the game engine development studio, Terathon Software. He holds an M.S. in mathematics from Virginia Tech and has written several articles for gamasutra.com and the Game Programming Gems series. He is also the author of The OpenGL Extensions Guide.

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: 9.3 x 7.6 x 1.4 inches
  • Shipping Weight: 2.6 pounds (View shipping rates and policies)
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (12 customer reviews)
  • Amazon.com Sales Rank: #109,649 in Books (See Bestsellers in Books)

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    #92 in  Books > Computers & Internet > Programming > Game Programming

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Customer Reviews

12 Reviews
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 (8)
4 star:    (0)
3 star:
 (1)
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 (2)
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Average Customer Review
4.0 out of 5 stars (12 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
19 of 20 people found the following review helpful:
5.0 out of 5 stars Essential reference for any 3D graphics work., June 30, 2004
By Francis J. Kane (Seattle, WA USA) - See all my reviews
(REAL NAME)   
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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17 of 18 people found the following review helpful:
5.0 out of 5 stars Great book!, March 6, 2004
This book explain the mathematics behind a game engine, and it does it pretty well. If you are looking for code to cut and paste into your programs, then this book is not for you. But if you want to really anderstand the theory, it has, in my opinion, a very good balance between explanations, demonstrations and examples.
I got this book because my math was a little 'rusty' and it does a perfect job in bringing all this stuff back in memory, and mutch more as I discover a lot of new stuff and how it can be used in a game engine. I really enjoy this book!
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15 of 16 people found the following review helpful:
5.0 out of 5 stars This book is fantastic, August 3, 2004
By Waylon "Waylon" (Austin, TX) - See all my reviews
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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Most Recent Customer Reviews

1.0 out of 5 stars Little more than an outline
I was disappointed in how little explanations were included in this math book. It seemed more like a dictionary. Read more
Published 22 months ago by Joseph S. Reid

2.0 out of 5 stars a disappointment
the second edition brings a new chapter on the graphics pipeline. Well done, except that it is extremely obscure, for those who already understood the arcanes of the graphics... Read more
Published on November 23, 2007 by L. de Vito

5.0 out of 5 stars One of a kind

As a professional 3D graphics programmer, I can not stress enough the quality of this book. This book covers 3D math fundamentals, algorithms, and it is complete with easy... Read more
Published on March 22, 2007 by M. Johnson

5.0 out of 5 stars Great book
This book is great for anyone interested in computer graphics. Even for people who do not have a lot of math/graphics experience, this book starts you off with the basics of... Read more
Published on March 8, 2007 by Edward Wakid

3.0 out of 5 stars Math majors rejoice
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... Read more
Published on March 1, 2007 by GameMaker

5.0 out of 5 stars Great book on the math needed for 3D games and graphics
This book illustrates the mathematics that a game programmer would need to develop a professional-quality 3D engine. Read more
Published on November 27, 2006 by calvinnme

5.0 out of 5 stars An Essential Source for Robust 3D Graphics Engine Design
I have not yet been able to purchase the second edition of this book. However, since it is a refinement of the first edition, I feel that I am somewhat competent to review this... Read more
Published on November 21, 2004 by Matthew K. Minerd

5.0 out of 5 stars Even better than the first edition
I gave the first edition of this book a 5 star rating, so considering that the second edition provides updates to the original as well as four new chapters, it's no surprise that... Read more
Published on October 5, 2004 by Dave Astle

2.0 out of 5 stars Almost completely useless for Games!!!
This book is all but usefull. It basically gives you the math to implement OpenGL/Direct3D in software, but gives near to no details on using theses libaries to make cool games... Read more
Published on July 31, 2004 by Rajat Delores

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