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.
"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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