Mathematics for 3D game programming and computer graphics.
Material type: TextPublication details: Clifton Park, N.Y. : Delmar ; Andover : Cengage Learning [distributor], 2011.Edition: 3rd ed. / Eric Lengyel, John FlyntDescription: 1 v. : ill. ; 25 cmISBN:- 1435458869 (hbk.)
- 9781435458864 (hbk.)
- 006.66 LEN
Item type | Current library | Call number | Copy number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|
Standard Loan | Moylish Library Main Collection | 006.66 LEN (Browse shelf(Opens below)) | 1 | Available | 39002100442780 |
Enhanced descriptions from Syndetics:
Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus. Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book's companion website provides sample code illustrating the mathematical and physics topics discussed in the book.
Previous ed.: 2003.
Includes bibliographical references and index.
Table of contents provided by Syndetics
- Preface
- 1 The Rendering Pipeline
- 2 Vectors
- 3 Matrices
- 4 Transforms
- 5 3D Engine Geometry
- 6 Ray Tracing
- 7 Illumination
- 8 Visibility Determination
- 9 Collision Detection
- 10 Polygonal Techniques
- 11 Shadows
- 12 Linear Physics
- 13 Rotational Physics
- 14 Fluid Simulation
- 15 Numerical Methods
- 16 Curves and Surfaces
- Appendix A Complex Numbers
- Appendix B Trigonometry Reference
- Appendix C Coordinate Systems
- Appendix D Taylor Series
- Appendix E Answers to Exercises