- Hardcover: 551 pages
- Publisher: Cengage Learning; 2 edition (November 18, 2003)
- Language: English
- ISBN-10: 1584502770
- ISBN-13: 978-1584502777
- Product Dimensions: 9.6 x 7.6 x 1.3 inches
- Shipping Weight: 2.6 pounds (View shipping rates and policies)
- Average Customer Review: 53 customer reviews
- Amazon Best Sellers Rank: #409,898 in Books (See Top 100 in Books)
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Mathematics for 3D Game Programming and Computer Graphics, Second Edition 2nd Edition
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About the Author
Eric Lengyel is a veteran of the computer games industry with over 16 years of experience writing game engines. He has a PhD in Computer Science from the University of California at Davis and an MS in Mathematics from Virginia Tech. Eric is the founder of Terathon Software, where he currently leads ongoing development of the C4 Engine.
Top customer reviews
I also want to give the book a huge plus for showing how to use Quaternions for vector rotation in the chapter(4) on vector transforms. If you want to avoid the evil "gimbal lock event" from jamming your model's rotation, this is the best way to program your model to turn.
There are 16 chapters and 2 appendices that can give you a solid understanding of how to be a great computer modeler. In 530 pages you have everything you need to make your birds look real and fly in flocks, make your rail car rise up and accelerate down the track, or animate a rock warrior in battle and make him explode or dissolve convincingly.
To make use of the mathematics contained here you will probably need a GPU to run your animations and you will need to program in OpenCL or CUDA to get the animations running quickly in DirectX or OpenGL .
This is about two college semesters of study contained between the covers, but if you want to be great you have to get serious about knowing your craft.