Covers mathematical concepts that are needed to develop 3D game programming and graphics.
"synopsis" may belong to another edition of this title.
Illustrating all the mathematical techniques that software engineers, graphics programmers and game programmers should need to develop a professional-quality 3D engine, this text has been updated to cover advancements in 3D graphics technology up to the end of 2003. In addition to providing all new information on illumination, collision detection, polygonal techniques and more, there are four chapters new to this edition which cover the rendering pipeline, shadows, numerical methods and curves and surfaces. Each chapter includes summaries and exercise sets for additional practice, or for use as a textbook. The book assumes a working knowledge of calculus, trigonometry and how to use 3D graphics libraries.
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Seller: BooksRun, Philadelphia, PA, U.S.A.
Hardcover. Condition: Very Good. 2. It's a well-cared-for item that has seen limited use. The item may show minor signs of wear. All the text is legible, with all pages included. It may have slight markings and/or highlighting. Seller Inventory # 1584502770-11-1
Seller: Zoom Books East, Glendale Heights, IL, U.S.A.
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Seller: Goodwill Books, Hillsboro, OR, U.S.A.
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Seller: Better World Books, Mishawaka, IN, U.S.A.
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Seller: Sugarhouse Book Works, LLC, Salt Lake City, UT, U.S.A.
hardcover. Condition: Fair. As pictured. Moderate cover wear along the edges. Carefully packed and promptly shipped. Seller Inventory # B23S104391
Seller: World of Books (was SecondSale), Montgomery, IL, U.S.A.
Hardback. Condition: Very Good. This completely updated second edition illustrates the mathematical concepts that a game programmer 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 game 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 Taylor series. Seller Inventory # 00107923464
Seller: World of Books (was SecondSale), Montgomery, IL, U.S.A.
Hardback. Condition: Good. This completely updated second edition illustrates the mathematical concepts that a game programmer 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 game 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 Taylor series. Seller Inventory # 00107309634
Seller: World of Books Inc, Montgomery, IL, U.S.A.
Hardback. Condition: Very Good. This completely updated second edition illustrates the mathematical concepts that a game programmer 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 game 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 Taylor series. Seller Inventory # CIN1584502770VG
Seller: World of Books Inc, Montgomery, IL, U.S.A.
Hardback. Condition: Good. This completely updated second edition illustrates the mathematical concepts that a game programmer 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 game 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 Taylor series. Seller Inventory # CIN1584502770G