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Mathematics for 3D Game Programming and Computer Graphics, Third Edition 3rd Edition
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Top Customer Reviews
Mathematics for 3D Game Programming and Computer Graphics is an excellent reference book for anyone doing 3D work. The topics are very to the point and few pages are wasted explaining basic math principles (hence the warning about having a decent math background). The book probably won't teach anyone who doesn't know they underlying principles but will be your go-to reference for any algorithm you implement.
The book starts with the reviews of the requisite vector, matrix, transformation (including rotations by quaternions) and basic geometry for a view frustum, but quickly dives into more advanced topics. Ray tracing is covered for all areas of use, from light maps to reflections. The lighting chapter covers texturing using several map types as well as lighting models with a very enjoyable discussion of specular reflection models.
Solid chapters on culling using bounding volumes and portal systems, shadowing and curve algorithms round out the first half of the book. The second half is devoted to the mathematics of physics, with chapters on basic collision detection, linear and rotational physics. The simulation of fluids and cloth (one of the more difficult physical models to accurately compute in a game) gets it's own chapter and it's a highlight for anyone implementing character clothing animation or a realistic water volume.Read more ›
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!
1. print p. 13, Theorem 2.2
Kindle uses improper notation in (c), and an ill-formed expression in (d).
2. print p. 14, fig 2.1: "The triangle inequality states that [equation]"
Kindle reverses the inequality in the equation.
3. print p. 15,
"Definition 2.3. The dot product of two n-dimensional vectors P and Q, written as ..."
Kindle leaves out a crucial character in the "written as" formula.
In other words, this book is very much like what you expect to find in a very dry upper devision college math text for the consumption of math majors who are used to such things. But for a non math major just trying to make use of these concepts in order to get the job done and make games? eh, not so much.
Still, I do think this book is useful as a reference when I want to look up an equation as there are a ton of them crammed into this book, but for me, I just don't find this book to be very good as a learning tool.
Most Recent Customer Reviews
Not as i expected , It's extremely based on theoretical math , with very few examples and their usage in real game engine.Published 4 months ago by Hussam Yousef
A very good book with clear mathematical explanations of topics. If you want to understand the math of 3D graphics, I highly recommend this book!Published 5 months ago by Josh
This text as many reviewers concede is not an easy read. It assumes some familiarity with elementary calculus and analytic geometry. Read morePublished 10 months ago by Paul A. Bonyak
Excelent book! Great explanations, exercises and proofs of all the mathematics theories.Published 10 months ago by Thales Carvalho de Medeiros
i thought there was a lot of code on there, but it's more mathematics than code...Published 11 months ago by Manuel Ambulo
The title sounded exactly what I needed., unfortunately as soon as I opened it up realized its not going to be an easy book. Read morePublished 13 months ago by Brian M
Wonderful introduction to beginners in 3D programming. The essentials are told clearly and without redundant informations. The author knows what he is writing about.Published 16 months ago by Rudolf Rott