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Mathematics for 3D Game Programming & Computer Graphics (Game Development Series) First Edition
Key Features:
* 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. Makes references to modern 3D hardware such as GeForce 3 from Nvidia
* 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
- ISBN-101584500379
- ISBN-13978-1584500377
- EditionFirst Edition
- PublisherCharles River Media
- Publication dateDecember 18, 2001
- LanguageEnglish
- Dimensions7.75 x 1.25 x 9.75 inches
- Print length382 pages
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Editorial Reviews
About the Author
Product details
- Publisher : Charles River Media; First Edition (December 18, 2001)
- Language : English
- Hardcover : 382 pages
- ISBN-10 : 1584500379
- ISBN-13 : 978-1584500377
- Item Weight : 2.15 pounds
- Dimensions : 7.75 x 1.25 x 9.75 inches
- Best Sellers Rank: #2,485,379 in Books (See Top 100 in Books)
- #454 in Discrete Mathematics (Books)
- #1,610 in Game Programming
- #4,568 in Video & Computer Games
- Customer Reviews:
About the author

Eric Lengyel (Ph.D. computer science, M.S. mathematics) has been a game engine developer since the 1990s and has been writing about it almost as long. He spends most of his time working on the C4 Engine and the Slug Library, but sometimes takes a break to perform new research in geometric algebra. He lives in Lincoln, California.
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Anytime you need a formula for your 3d application, you'll more than likely find it in this book. However, much of the book is lacking explanation. Some may like the fact that it is very much to the point, no messing around, here's the formula. I bought this book because I wanted to know more about matrices, rotation, views, and lighting. I was expecting to see more source code samples, especially source code that converts complex formulas into usable code. There are a few OpenGL snippets that do this, but not enough to satisfy my thirst. Hopefully, a newer edition will show each formula along with the corresponding code, or pseudo-code so that you can quickly make use of the formulas. Now, if you are interested in nifty things like decals, edge collapse, and billboarding, you'll find this info in the book. There are other useful tidbits like projectile motion, basic physics and fluid sim. There are many other topics so check the TOC.
4 stars:
For lacking source code samples and for lacking explanation. Front cover exploits OpenGL, but very little code exists (Less than 10 pages of code).
Introduction lacks definition of common 3D terms, so unless you have previous knowledge, this book will be a stumper.
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!
Lengyel filled the gaps, explained and emphasized the more subtle points, like how to transform the normal by the inverse transpose of the tangent's transformation matrix and achieve run-time efficiency.
Chapter three introduced a few concepts, like Quaternions, that were new to me at the time but I was able to understand them easily--Lengyel shows the need for a solution before he derives and applies the solution.
Everything from chapter four onwards was new but thanks to my brilliant teacher, I was able to understand the math and create my first 3D engine.
Chapter 5.2, on surface intersections, was particularly useful when I was writing a ray-tracer.
Overall, I found this book easy to read; and it does not trivialize the subject. A few advanced topics like projections and shadows, omitted in this edition, are remedied in later editions.
This is the First Edition (2001) that has been out-of-print for some time. If you are planning on buying this book, I recommend you go for the Third Edition (2011) and use it along with a good textbook, like Interactive Computer Graphics (Angel) .
Like others have said though, I hope the author publishes a Volume 2 of this book, which takes the Math to the next level for those of us that already grasp the majority of the concepts laid out in this book (some sections on more complex Physics would be awesome!).
Highly recommended.
Most of the mathematical demonstrations are not really needed, but it will help you to have a deeper understanding on why things are done one way instead of another.
