This book illustrates the mathematical concepts that a game developer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and the Taylor series.
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
"synopsis" may belong to another edition of this title.
Eric Lengyel is a Senior Software Engineer at the 3DO Company in Redwood City, CA. He holds an MS in Mathematics from Virginia Tech and has written several articles for industry periodicals including gamasutra.com. He is also the area editor in geometry management for Game Programming Gems 2.
"About this title" may belong to another edition of this title.
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hardcover. Condition: New. In shrink wrap. Looks like an interesting title! Seller Inventory # 100-29989
Seller: Hamelyn, Madrid, M, Spain
Condition: Bueno. : Este libro ilustra los conceptos matemáticos que un desarrollador de juegos necesitaría para desarrollar un motor 3D de calidad profesional. Aunque el libro está orientado a aplicaciones en el desarrollo de juegos, muchos de los temas atraen a intereses generales en gráficos 3D. Comienza en un nivel bastante básico en áreas como la geometría vectorial y el álgebra lineal, y luego avanza a temas más avanzados en 3D. EAN: 9781584500377 Tipo: Libros Categoría: Tecnología Título: Mathematics for 3D Game Programming and Computer Graphics Autor: Eric Lengyel Editorial: Charles River Media Idioma: en Páginas: 382 Formato: tapa dura. Seller Inventory # Happ-2026-01-22-809f991b
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hardcover. Condition: New. In shrink wrap. Looks like an interesting title! Seller Inventory # Q-1584500379
Seller: WorldofBooks, Goring-By-Sea, WS, United Kingdom
Paperback. Condition: Very Good. This resource illustrates the mathematics that a game programmer would need to develop a professional-quality 3D engine. The book starts at a fairly basic level in each of several areas such as vector geometry, modern algebra, and physics, and then progresses to somewhat more advanced topics. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure "gaps" in the theory. The book discusses applications in the context of the OpenGL architecture. It assumes basic understanding of matrix algebra, trigonometry, and calculus, and concentrates on key math topics for programming game engines and computer graphics. Included are exercise sets which should allow the book to be used as a textbook. The book discusses applications in the context of the OpenGL architecture due to its cross-platform nature with references to certain 3D hardware such as the GeForce from Nvidia and the Radeon from ATI Presents mathematical theory and subsequently provides examples using practical applications. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged. Seller Inventory # GOR003083280
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