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3D Math Primer for Graphics and Game Development
book

3D Math Primer for Graphics and Game Development

by Fletcher Dunn, Ian Parberry
June 2002
Beginner
429 pages
11h 27m
English
Jones & Bartlett Learning
Content preview from 3D Math Primer for Graphics and Game Development

Index

ID math

3D Studio Max

A

AABB (axially aligned bounding box)

computing

intersection tests, see intersection

representing

testing against view frustum

transforming

AABB3 class, see classes

AABB3.cpp

AABB3.h

absolute position, see position

accessor functions

acos

adaptive subdivision

addition

of complex numbers, see complex numbers

of vectors, see vector

additive identity

additive inverse

affine transformation

algorithm running time

aliasing Euler angles, see Euler angles

alpha

alpha blending

alpha test

ambient color

ambient light

light source

lighting contribution

angle

between vectors

degrees and radians

angle-preserving transformation

angles

wrapping

angular displacement, see orientation

API

delivering geometry to

distribution of work

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Publisher Resources

ISBN: 9781556229114