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Mathematics for 3D Game Programming and Computer Graphics, Second Edition 2nd Edition
- ISBN-101584502770
- ISBN-13978-1584502777
- Edition2nd
- PublisherCengage Learning
- Publication dateNovember 17, 2003
- LanguageEnglish
- Dimensions7.5 x 1.5 x 9.5 inches
- Print length576 pages
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About the Author
Product details
- Publisher : Cengage Learning; 2nd edition (November 17, 2003)
- Language : English
- Hardcover : 576 pages
- ISBN-10 : 1584502770
- ISBN-13 : 978-1584502777
- Item Weight : 2.57 pounds
- Dimensions : 7.5 x 1.5 x 9.5 inches
- Best Sellers Rank: #3,408,550 in Books (See Top 100 in Books)
- #1,048 in Computer Graphics
- #2,358 in Game Programming
- #12,848 in Mathematics (Books)
- 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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-2 stars for being a hammer when I needed a screwdriver? Perhaps. But then maybe I'm taking off 2 stars because the title and description do not make it clear that this is a reference.
However if you are looking for a reference, this is definitely the book for you! I own a few 3d game engine math books and have done an in depth comparison. This is a very complete reference.
I would also like to add that this book is EXTREMELY TOUGH. I was very impressed with the toughness of the binding, thickness of pages and quality of print. All in all this is probably one of the highest quality books I have owned, from a physical standpoint.
Definitely, the subject of 3D Computer Graphics draws programmers and gamers inward like a bug lamp draws insects inward. The ability to express one's own inspiring representation of the world seems to attract the deepest longings of the subcreative nature of the human person. However, the coder quickly realizes that the realization of this dream is extremely difficult due to the complexities of visualization in nature. Lengyel's text helps to break through many of these complexities.
In order to make sure that the reader is "up to speed" on the essentials in mathematics which are necessary for a 3D engine, Lengyel gives a quick, but thorough, review of Vector and Matrix operations. I was indeed impressed by the amount that he condensed into the beginning of the text. While this is far from a complete treatise on Linear Algebra, this material gives the reader the basics which will be necessary for all the other chapters. This is further augmented by his treatment of 3D geometry, its representations, and calculations relevant to it.
Using this, he treats on various subjects that are extremely important for making a lean, mean, and beautiful rendering machine.
His treatment of transformations gives the reader a base in this knowledge that is independent of the rendering context. This is an excellent approach because knowledge of how something works allows for one to use it more fully. He also goes further in introducing Quaternions and deriving rotations around any arbitrary axis.
The chapter on Ray Tracing gives the necessary background for the work done in the following chapter on illumination. While the latter is often implemented by the graphics environment that the coder is using, the full knowledge of this allows for further application in subjects such as bump mapping (which he treats) as well as reflective surface simulation.
Perhaps the most interesting and important subject covered in the text, however, is the chapter on visibility determination. Since this is critical to the speed of rendering, this topic is central to game engine design. Lengyel works through the various methods for bounding box construction as well as bounding spheres, ellipsoids, and cylinders and then explains how these can be tested against the view frustrum in order to determine if an object should even be rendered. Another chapter on various techniques which can be applied to polygons outlines procedures for reducing the complexity of meshes, without compromising quality.
The remaining chapters touch on collision detection, linear and rotational physics, and fluid simulation. These topics allow for the addion of various levels of realism to be added to 3D engines and are of importance once the rendering environment has been established. Furthermore, his appendices are a nice addition for those times when our memories fail to recall various facts.
And so, I give this book my definite approval. It is hard to come by a text so compact, yet thorough, on the foundations truly needed for 3D Graphics. These mathematical foundations allow for greater things to be explored and should interest any 3D programmer as well as individuals with a general interest in mathematics, especially in the applications of linear algebra and calculus.
I was interested to be able to check the book on my desktop machine at work at the same time I would read it from my Kindle...
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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Einige eingestreute Annahmen und Beweise sind kurz gehalten und damit nicht immer vollständig, dadurch wird aber nicht vom tatsächlichen Inhalt abgelenkt.
Am Ende eines jeden Kapitels gibt es nochmal eine zusammenfassende Darstellung der anwendbaren Formeln, die erarbeitet wurden. Damit könnte man diese Stellen auch als ein Nachschlagewerk nutzen.
Es gibt evtl. andere Werke, die noch Einsteigerfreundlicher geschrieben sind, aber durch die langen Erklärungen weniger Wissen vermitteln. Dieses Buch ist etwas kompakter, lässt scheinbar nichts aus und bietet damit deutlich mehr Inhalt.






