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Essential Mathematics for Games and Interactive Applications: A Programmer's Guide (The Morgan Kaufmann Series in Interactive 3d Technology)
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Based on the authors' popular tutorials at the Game Developers Conference, Essential Mathematics for Games and Interactive Applications presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix manipulation and expands on this foundation to cover such topics as texture filtering, interpolation, animation, and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout.
- ISBN-10155860863X
- ISBN-13978-1558608634
- PublisherCRC Press
- Publication dateMarch 25, 2004
- LanguageEnglish
- Dimensions7 x 1.25 x 9.25 inches
- Print length676 pages
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Editorial Reviews
Review
"This excellent volume is unique in that it covers not only the basic techniques of computer graphics and game development, but also provides a thorough and rigorous--yet very readable--treatment of the underlying mathematics. Fledgling graphics and games developers will find it a valuable introduction; experienced developers will find it an invaluable reference. Everything is here, from the detailed numeric issues of IEEE floating point notation, to the correct way to use quaternions and spherical linear interpolation to represent orientation, to the mathematics of collision detection and rigid-body dynamics." -David Luebke, University of Virginia, co-author of Level of Detail for 3D Graphics
"When it comes to software development for games or virtual reality, you cannot escape the mathematics. The best performance comes not from superfast processors and terabytes of memory, but from well-chosen algorithms. With this in mind, the techniques most useful for developing production-quality computer graphics for Hollywood blockbusters are not the best choice for interactive applications. When rendering times are measured in milliseconds rather than hours, you need an entirely different perspective. Essential Mathematics for Games and Interactive Applications provides this perspective. While the mathematics are rigorous and perhaps challenging at times, Van Verth and Bishop provide the context for understanding the algorithms and data structures needed to bring games and VR applications to life. This may not be the only book you will ever need for games and VR software development, but it will certainly provide an excellent framework for developing robust and fast applications." -Ian Ashdown, President, ByHeart Consultants Limited
"With Essential Mathematics for Games and Interactive Applications, Van Verth and Bishop have provided invaluable assistance for professional game developers looking to shore up weaknesses in their mathematical training. Even if you never intend to write a renderer or tune a physics engine, this book provides the mathematical and conceptual grounding needed to understand many of the key concepts in rendering, simulation, and animation." -Dave Weinstein, Red Storm Entertainment
"Geometry, trigonometry, linear algebra, and calculus are all essential tools for 3D graphics. Mathematics courses in these subjects cover too much ground, while at the same time glossing over the bread-and-butter essentials for 3D graphics programmers. In Essential Mathematics for Games and Interactive Applications, Van Verth and Bishop bring just the right level of mathematics out of the trenches of professional game development. This book provides an accessible and solid mathematical foundation for interactive graphics programmers. If you are working in the area of 3D games, this book is a 'must have.'" -Jonathan Cohen, Department of Computer Science, Johns Hopkins University, co-author of Level of Detail for 3D Graphics
From the Back Cover
Based on the authors popular tutorials at the Game Developers Conference, Essential Mathematics for Games and Interactive Applications presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix manipulation and expands on this foundation to cover such topics as texture filtering, interpolation, animation, and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout.
Features
*Covers concepts in sufficient detail for a programmer to understand the foundations of 3D without feeling overwhelmed by proofs and theory
*Companion CD-ROM with code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction
*Provides guidance for students trying to understand how games are actually developed, including optimization techniques
About the Authors
James M. Van Verth is a founding member of Red Storm Entertainment, a division of Ubi Soft, where he has been a lead engineer for six years. He has a B.A. in mathematics and computer science from Dartmouth College and M.S. degrees in computer science from the State University of New York at Buffalo and the University of North Carolina at Chapel Hill.
Lars M. Bishop is the CTO and software architect for Numerical Design Limited (NDL), where he has specialized in real-time 3D game rendering technologies for eight years. He holds a B.S. in mathematics and computer science from Brown University and an M.S. in computer science from the University of North Carolina at Chapel Hill.
About the Author
Lars M. Bishop is an engineer in the Handheld Developer Technologies group at NVIDIA. Prior to joining NVIDIA, Lars was the Chief Technology Officer at Numerical Design Limited, leading the development of the Gamebryo3D cross-platform game engine. He received a BS in Math/Computer Science from Brown University and an MS in Computer Science from the University of North Carolina at Chapel Hill. His outside interests include photography, drumming, and playing bass guitar.
Product details
- Publisher : CRC Press (March 25, 2004)
- Language : English
- Hardcover : 676 pages
- ISBN-10 : 155860863X
- ISBN-13 : 978-1558608634
- Item Weight : 3.5 pounds
- Dimensions : 7 x 1.25 x 9.25 inches
- Best Sellers Rank: #4,095,253 in Books (See Top 100 in Books)
- #1,732 in Digital Art
- #2,830 in Game Programming
- #46,530 in Mathematics (Books)
- Customer Reviews:
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I'm having a blast taking the ideas from this book and applying them to my own projects, and I encourage any games developer - or programmer with a simple interest in applied computing and mathematics - to read this book.
Most aspects of games programming are covered, along with lots of mathematical formulas.
If your math is a bit fuzzy, you may want to brush up before tackling this book.
Nevertheless, this book provides copious information for programmers who like to get their hands dirty.
Definitely recommended for die-hard games developers who want to understand every aspect of games programming.
However, you do not, as the CD-ROM that is included with hardcover is not included with the kindle edition. This is an issue, when for instance, you look up line segment to line segment, and find out that source code isn't listed in the book to save space. This doesn't make the book worthless, but it makes it pretty worthless.
If you are thinking about getting the Kindle edition - don't. Get the hardcover edition instead.
Essential Mathematics stands out as one of the best books in the pack, especially in regards to its coverage of the math behind low-level rendering techniques.
The book is broken into 4 parts. The first part, Core Mathematics, covers vectors and matrices, transformations, and number representation. This part will be useful to anyone doing 3D graphics.
Part II, Rendering, covers topics such as lighting and shading, texturing, projection, and rasterization. This part was of particular interest to me because I've been working on a commercial renderer, but it should also be useful to those who want a better understanding of what graphics engines do under the hood.
Part III, Animation, covers curves (very in depth) and representation of orientations (Euler vs. axis-angle vs. quaternions). Finally, Part IV, Simulation, covers intersection testing and rigid body dynamics. There are also a couple of appendices to help you brush up on trig and calculus, if needed.
The book includes many C++ code samples and demos, including a handy math library and a simple rendering/game engine using OpenGL and GLUT. The authors are to be commended for their writing style as well. It's very easy for a book of this nature to get bogged down in an extremely heavy academic tone, but this book manages to avoid that, making for a remarkably easy read.
I'm glad I don't have to choose just one game math book, but if I did, this would probably be the one I'd pick.
Top reviews from other countries
大きく4部に分かれ、それぞれmathematics、rendering、animation、simulation、と必要な全ての題材を揃えてはいるのですが、中級者には物足りず、かといって初学者には厚すぎる、という多少とも中途半端な印象は否めません。他のMorgan Kaufmannの書籍を適宜引用しているのも(特にEberlyの本)、本書の完結性に難を持たせます。
勿論良い書物には違いないのですが、既にLengyelなどの良書がありますので、多少とも辛い評にならざるを得ません。本書が同分野で初めての書物であれば、星5つで問題ないと思います。
