Mathematics for 3D Game Programming & Computer Graphics (Game Development Series)

Lengyel, Eric

ISBN 10: 1584500379 ISBN 13: 9781584500377
Published by Charles River Media, 2001
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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.

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Title: Mathematics for 3D Game Programming & ...
Publisher: Charles River Media
Publication Date: 2001
Binding: Hardcover
Condition: Very Good

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Lengyel, Eric
Published by Charles River Media, 2001
ISBN 10: 1584500379 ISBN 13: 9781584500377
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Lengyel, Eric
Published by Charles River Media, 2001
ISBN 10: 1584500379 ISBN 13: 9781584500377
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ISBN 10: 1584500379 ISBN 13: 9781584500377
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Hardcover. Condition: Very Good. Math for 3D Game Programming and Computer Graphics (Charles River Media Game Development) This book is in very good condition and will be shipped within 24 hours of ordering. The cover may have some limited signs of wear but the pages are clean, intact and the spine remains undamaged. This book has clearly been well maintained and looked after thus far. Money back guarantee if you are not satisfied. See all our books here, order more than 1 book and get discounted shipping. Seller Inventory # 7719-9781584500377

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ISBN 10: 1584500379 ISBN 13: 9781584500377
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Hardcover. Condition: Very Good. This book is in very good condition and will be shipped within 24 hours of ordering. The cover may have some limited signs of wear but the pages are clean, intact and the spine remains undamaged. This book has clearly been well maintained and looked after thus far. Money back guarantee if you are not satisfied. See all our books here, order more than 1 book and get discounted shipping. Seller Inventory # 6545-9781584500377

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ISBN 10: 1584500379 ISBN 13: 9781584500377
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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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Published by Charles River Media, 2001
ISBN 10: 1584500379 ISBN 13: 9781584500377
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