Contents
Preface ix
I Basic principles 1
1 Introduction 3
1.1 A note on mathematics for 3D computer graphics . . . . . . . . 4
1.2 Getting up to speed and following up . . . . . . . . . . . . . . . 5
1.3 Assu med knowledge . . . . . . . . . . . . . . . . . . . . . . . . 7
1.4 Computer graphics and computer games . . . . . . . . . . . . . 8
1.5 The full spectrum . . . . . . . . . . . . . . . . . . . . . . . . . . 9
2 Basic theory and mathematical results 11
2.1 Coordinate systems . . . . . . . . . . . . . . . . . . . . . . . . . 11
2.2 Vectors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
2.3 Homogeneous coordinates . . . . . . . . . . . . . . . . . . . . . 14
2.4 The line in vector form . . . . . . . . . . . . . . . . . . . . . . .