Book description
Expert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discus
Table of contents
- Front Cover
- Dedication
- Contents (1/3)
- Contents (2/3)
- Contents (3/3)
- Preface
- Authors
- Introduction (1/2)
- Introduction (2/2)
- Chapter 1 Representing Real Numbers (1/7)
- Chapter 1 Representing Real Numbers (2/7)
- Chapter 1 Representing Real Numbers (3/7)
- Chapter 1 Representing Real Numbers (4/7)
- Chapter 1 Representing Real Numbers (5/7)
- Chapter 1 Representing Real Numbers (6/7)
- Chapter 1 Representing Real Numbers (7/7)
- Chapter 2 Vectors and Points (1/9)
- Chapter 2 Vectors and Points (2/9)
- Chapter 2 Vectors and Points (3/9)
- Chapter 2 Vectors and Points (4/9)
- Chapter 2 Vectors and Points (5/9)
- Chapter 2 Vectors and Points (6/9)
- Chapter 2 Vectors and Points (7/9)
- Chapter 2 Vectors and Points (8/9)
- Chapter 2 Vectors and Points (9/9)
- Chapter 3 Linear Transformations and Matrices (1/8)
- Chapter 3 Linear Transformations and Matrices (2/8)
- Chapter 3 Linear Transformations and Matrices (3/8)
- Chapter 3 Linear Transformations and Matrices (4/8)
- Chapter 3 Linear Transformations and Matrices (5/8)
- Chapter 3 Linear Transformations and Matrices (6/8)
- Chapter 3 Linear Transformations and Matrices (7/8)
- Chapter 3 Linear Transformations and Matrices (8/8)
- Chapter 4 Affine Transformations (1/8)
- Chapter 4 Affine Transformations (2/8)
- Chapter 4 Affine Transformations (3/8)
- Chapter 4 Affine Transformations (4/8)
- Chapter 4 Affine Transformations (5/8)
- Chapter 4 Affine Transformations (6/8)
- Chapter 4 Affine Transformations (7/8)
- Chapter 4 Affine Transformations (8/8)
- Chapter 5 Orientation Representation (1/6)
- Chapter 5 Orientation Representation (2/6)
- Chapter 5 Orientation Representation (3/6)
- Chapter 5 Orientation Representation (4/6)
- Chapter 5 Orientation Representation (5/6)
- Chapter 5 Orientation Representation (6/6)
- Chapter 6 Interpolation (1/11)
- Chapter 6 Interpolation (2/11)
- Chapter 6 Interpolation (3/11)
- Chapter 6 Interpolation (4/11)
- Chapter 6 Interpolation (5/11)
- Chapter 6 Interpolation (6/11)
- Chapter 6 Interpolation (7/11)
- Chapter 6 Interpolation (8/11)
- Chapter 6 Interpolation (9/11)
- Chapter 6 Interpolation (10/11)
- Chapter 6 Interpolation (11/11)
- Chapter 7 Viewing and Projection (1/9)
- Chapter 7 Viewing and Projection (2/9)
- Chapter 7 Viewing and Projection (3/9)
- Chapter 7 Viewing and Projection (4/9)
- Chapter 7 Viewing and Projection (5/9)
- Chapter 7 Viewing and Projection (6/9)
- Chapter 7 Viewing and Projection (7/9)
- Chapter 7 Viewing and Projection (8/9)
- Chapter 7 Viewing and Projection (9/9)
- Chapter 8 Geometry and Programmable Shading (1/11)
- Chapter 8 Geometry and Programmable Shading (2/11)
- Chapter 8 Geometry and Programmable Shading (3/11)
- Chapter 8 Geometry and Programmable Shading (4/11)
- Chapter 8 Geometry and Programmable Shading (5/11)
- Chapter 8 Geometry and Programmable Shading (6/11)
- Chapter 8 Geometry and Programmable Shading (7/11)
- Chapter 8 Geometry and Programmable Shading (8/11)
- Chapter 8 Geometry and Programmable Shading (9/11)
- Chapter 8 Geometry and Programmable Shading (10/11)
- Chapter 8 Geometry and Programmable Shading (11/11)
- Chapter 9 Lighting (1/10)
- Chapter 9 Lighting (2/10)
- Chapter 9 Lighting (3/10)
- Chapter 9 Lighting (4/10)
- Chapter 9 Lighting (5/10)
- Chapter 9 Lighting (6/10)
- Chapter 9 Lighting (7/10)
- Chapter 9 Lighting (8/10)
- Chapter 9 Lighting (9/10)
- Chapter 9 Lighting (10/10)
- Chapter 10 Rasterization (1/11)
- Chapter 10 Rasterization (2/11)
- Chapter 10 Rasterization (3/11)
- Chapter 10 Rasterization (4/11)
- Chapter 10 Rasterization (5/11)
- Chapter 10 Rasterization (6/11)
- Chapter 10 Rasterization (7/11)
- Chapter 10 Rasterization (8/11)
- Chapter 10 Rasterization (9/11)
- Chapter 10 Rasterization (10/11)
- Chapter 10 Rasterization (11/11)
- Chapter 11 Random Numbers (1/8)
- Chapter 11 Random Numbers (2/8)
- Chapter 11 Random Numbers (3/8)
- Chapter 11 Random Numbers (4/8)
- Chapter 11 Random Numbers (5/8)
- Chapter 11 Random Numbers (6/8)
- Chapter 11 Random Numbers (7/8)
- Chapter 11 Random Numbers (8/8)
- Chapter 12 Intersection Testing (1/11)
- Chapter 12 Intersection Testing (2/11)
- Chapter 12 Intersection Testing (3/11)
- Chapter 12 Intersection Testing (4/11)
- Chapter 12 Intersection Testing (5/11)
- Chapter 12 Intersection Testing (6/11)
- Chapter 12 Intersection Testing (7/11)
- Chapter 12 Intersection Testing (8/11)
- Chapter 12 Intersection Testing (9/11)
- Chapter 12 Intersection Testing (10/11)
- Chapter 12 Intersection Testing (11/11)
- Chapter 13 Rigid- Body Dynamics (1/8)
- Chapter 13 Rigid- Body Dynamics (2/8)
- Chapter 13 Rigid- Body Dynamics (3/8)
- Chapter 13 Rigid- Body Dynamics (4/8)
- Chapter 13 Rigid- Body Dynamics (5/8)
- Chapter 13 Rigid- Body Dynamics (6/8)
- Chapter 13 Rigid- Body Dynamics (7/8)
- Chapter 13 Rigid- Body Dynamics (8/8)
- References (1/2)
- References (2/2)
- Back Cover
Product information
- Title: Essential Mathematics for Games and Interactive Applications, 3rd Edition
- Author(s):
- Release date: September 2015
- Publisher(s): A K Peters/CRC Press
- ISBN: 9781482250954
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