Book description
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for
Table of contents
- Preliminaries
- Dedication
- Epigraph
- Acknowledgments
- Introduction
- Chapter 1 Cartesian Coordinate Systems
-
Chapter 2 Vectors
- 2.1 Mathematical Definition of Vector, and Other Boring Stuff
- 2.2 Geometric Definition of Vector
- 2.3 Specifying Vectors with Cartesian Coordinates
- 2.4 Vectors versus Points
- 2.5 Negating a Vector
- 2.6 Vector Multiplication by a Scalar
- 2.7 Vector Addition and Subtraction
- 2.8 Vector Magnitude (Length)
- 2.9 Unit Vectors
- 2.10 The Distance Formula
- 2.11 Vector Dot Product
- 2.12 Vector Cross Product
- 2.13 Linear Algebra Identities
- 2.14 Exercises
-
- Figure 2.1
- Figure 2.2
- Figure 2.3
- Figure 2.4
- Figure 2.5
- Figure 2.6
- Figure 2.7
- Figure 2.8
- Figure 2.9
- Figure 2.10
- Figure 2.11
- Figure 2.12
- Figure 2.13
- Figure 2.14
- Figure 2.15
- Figure 2.16
- Figure 2.17
- Figure 2.18
- Figure 2.19
- Figure 2.20
- Figure 2.21
- Figure 2.22
- Figure 2.23
- Figure 2.24
- Figure 2.25
- Figure 2.26
- Figure 2.27
- Figure 2.28
- Figure 2.29
- Figure 2.30
- Chapter 3 Multiple Coordinate Spaces
- Chapter 4 Introduction to Matrices
- Chapter 5 Matrices and Linear Transformations
- Chapter 6 More on Matrices
- Chapter 7 Polar Coordinate Systems
-
Chapter 8 Rotation in Three Dimensions
- 8.1 What Exactly is “Orientation”?
- 8.2 Matrix Form
- 8.3 Euler Angles
- 8.4 Axis-Angle and Exponential Map Representations
-
8.5 Quaternions
- 8.5.1 Quaternion Notation
- 8.5.2 What Do Those Four Numbers Mean?
- 8.5.3 Quaternion Negation
- 8.5.4 Identity Quaternion(s)
- 8.5.5 Quaternion Magnitude
- 8.5.6 Quaternion Conjugate and Inverse
- 8.5.7 Quaternion Multiplication
- 8.5.8 Quaternion “Difference”
- 8.5.9 Quaternion Dot Product
- 8.5.10 Quaternion log, exp, and Multiplication by a Scalar
- 8.5.11 Quaternion Exponentiation
- 8.5.12 Quaternion Interpolation, a.k.a. Slerp
- 8.5.13 Advantages and Disadvantages of Quaternions
- 8.5.14 Quaternions as Complex Numbers
- 8.5.15 Summary of Quaternions
- 8.6 Comparison of Methods
- 8.7 Converting between Representations
- 8.8 Exercises
-
Chapter 9 Geometric Primitives
- 9.1 Representation Techniques
- 9.2 Lines and Rays
- 9.3 Spheres and Circles
- 9.4 Bounding Boxes
- 9.5 Planes
- 9.6 Triangles
- 9.7 Polygons
- 9.8 Exercises
-
- Figure 9.1
- Figure 9.2
- Figure 9.3
- Figure 9.4
- Figure 9.5
- Figure 9.6
- Figure 9.7
- Figure 9.8
- Figure 9.9
- Figure 9.10
- Figure 9.11
- Figure 9.12
- Figure 9.13
- Figure 9.14
- Figure 9.15
- Figure 9.16
- Figure 9.17
- Figure 9.18
- Figure 9.19
- Figure 9.20
- Figure 9.21
- Figure 9.22
- Figure 9.23
- Figure 9.24
- Figure 9.25
- Figure 9.26
- Figure 9.27
- Figure 9.28
- Figure 9.29
- Figure 9.30
-
Chapter 10 Mathematical Topics from 3D Graphics
- 10.1 How Graphics Works
- 10.2 Viewing in 3D
- 10.3 Coordinate Spaces
- 10.4 Polygon Meshes
- 10.5 Texture Mapping
- 10.6 The Standard Local Lighting Model
- 10.7 Light Sources
- 10.8 Skeletal Animation
- 10.9 Bump Mapping
- 10.10 The Real-Time Graphics Pipeline
- 10.11 Some HLSL Examples
- 10.12 Further Reading
- 10.13 Exercises
-
- Figure 10.1
- Figure 10.2
- Figure 10.3
- Figure 10.4
- Figure 10.5
- Figure 10.6
- Figure 10.7
- Figure 10.8
- Figure 10.9
- Figure 10.10
- Figure 10.11
- Figure 10.12
- Figure 10.13
- Figure 10.14
- Figure 10.15
- Figure 10.16
- Figure 10.17
- Figure 10.18
- Figure 10.19
- Figure 10.20
- Figure 10.21
- Figure 10.22
- Figure 10.23
- Figure 10.24
- Figure 10.25
- Figure 10.26
- Figure 10.27
- Figure 10.28
- Figure 10.29
- Figure 10.30
- Figure 10.31
- Figure 10.32
- Figure 10.33
- Figure 10.34
- Figure 10.35
- Figure 10.36
- Figure 10.37
- Figure 10.38
- Figure 10.39
- Figure 10.40
- Figure 10.41
- Figure 10.42
- Figure 10.43
- Figure 10.44
-
- Listing 10.1
- Listing 10.2
- Listing 10.3
- Listing 10.4
- Listing 10.5
- Listing 10.6
- Listing 10.7
- Listing 10.8
- Listing 10.9
- Listing 10.10
- Listing 10.11
- Listing 10.12
- Listing 10.13
- Listing 10.14
- Listing 10.15
- Listing 10.16
- Listing 10.17
- Listing 10.18
- Listing 10.19
- Listing 10.20
- Listing 10.21
- Listing 10.22
- Listing 10.23
- Listing 10.24
-
Chapter 11 Mechanics 1: Linear Kinematics and Calculus
- 11.1 Overview and Other Expectation-Reducing Remarks
- 11.2 Basic Quantities and Units
- 11.3 Average Velocity
-
11.4 Instantaneous Velocity and the Derivative
- 11.4.1 Limit Arguments and the Definition of the Derivative
- 11.4.2 Examples of Derivatives
- 11.4.3 Calculating Derivatives from the Definition
- 11.4.4 Notations for the Derivative
- 11.4.5 A Few Differentiation Rules and Shortcuts
- 11.4.6 Derivatives of Some Special Functions with Taylor Series
- 11.4.7 The Chain Rule
- 11.5 Acceleration
- 11.6 Motion under Constant Acceleration
- 11.7 The Integral
- 11.8 Uniform Circular Motion
- 11.9 Exercises
- Chapter 12 Mechanics 2: Linear and Rotational Dynamics
-
Chapter 13 Curves in 3D
- 13.1 Parametric Polynomial Curves
- 13.2 Polynomial Interpolation
- 13.3 Hermite Curves
- 13.4 Bézier Curves
- 13.5 Subdivision
- 13.6 Splines
- 13.7 Hermite and Bézier Splines
- 13.8 Continuity
- 13.9 Automatic Tangent Control
- 13.10 Exercises
-
- Figure 13.1
- Figure 13.2
- Figure 13.3
- Figure 13.4
- Figure 13.5
- Figure 13.6
- Figure 13.7
- Figure 13.8
- Figure 13.9
- Figure 13.10
- Figure 13.11
- Figure 13.12
- Figure 13.13
- Figure 13.14
- Figure 13.15
- Figure 13.16
- Figure 13.17
- Figure 13.18
- Figure 13.19
- Figure 13.20
- Figure 13.21
- Figure 13.22
- Figure 13.23
- Figure 13.24
- Figure 13.25
- Figure 13.26
- Figure 13.27
- Chapter 14 Afterword
-
Appendix A Geometric Tests
- A.1 Closest Point on 2D Implicit Line
- A.2 Closest Point on a Parametric Ray
- A.3 Closest Point on a Plane
- A.4 Closest Point on a Circle or Sphere
- A.5 Closest Point in an AABB
- A.6 Intersection Tests
- A.7 Intersection of Two Implicit Lines in 2D
- A.8 Intersection of Two Rays in 3D
- A.9 Intersection of a Ray and Plane
- A.10 Intersection of an AABB and Plane
- A.11 Intersection of Three Planes
- A.12 Intersection of Ray and a Circle or Sphere
- A.13 Intersection of Two Circles or Spheres
- A.14 Intersection of a Sphere and AABB
- A.15 Intersection of a Sphere and a Plane
- A.16 Intersection of a Ray and a Triangle
- A.17 Intersection of Two AABBs
- A.18 Intersection of a Ray and an AABB
- Appendix B Answers to the Exercises
- Bibliography
Product information
- Title: 3D Math Primer for Graphics and Game Development, 2nd Edition
- Author(s):
- Release date: November 2011
- Publisher(s): A K Peters/CRC Press
- ISBN: 9781498759892
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