|
47 of 49 people found the following review helpful:
5.0 out of 5 stars
Oh yes, March 20, 2002
By A Customer
What a wonderful book. Any beginner to computer graphics and game development is often overwhelmed by the mathematics that runs the show. Until now, anyone new to the field has been forced to run self-taught refresher courses on Linear Algebra and Calculus while trying to learn an already-difficult subject. Small wonder that many developers quit out of frustration. Most computer graphics books provide small backgrounders on the mathematics needed to get by, but almost none of them provides a thorough education and solid explanation on what's really going on. The worst in the group (such as "3D Game Engine Design") provide no assistance whatsoever, and leave the reader floundering by the end of the preface. Mr. Lengyel's book provides solid mathematical theory on most of the major subjects in computer graphics/game development, and can be looked at as a companion volume to almost any computer graphics text. 3D transformations, lighting calculations, collision/intersection detection-- those are a few of the subjects discussed in the book, in such a way that the intermediate reader can follow along and learn the theory without having to cry for mother. Please note that you need at least *some* mathematics background to make use of this book; if you're unfamiliar with basic calculus terms for instance, you'll probably want to take a pass, as this book isn't a complete hand-holder. You can only accomplish so much in 400 pages, after all. For everyone else who took their college math classes (and subsequently forgot most of the material), this book is a great refresher and will get you ready for fully exploring computer graphics. My only regret is that there's no second volume to discuss curved surfaces and slightly more advanced topics-- no one can have it all I suppose.
|