Math for 3D Game Programming and Computer Graphics
Summary
The feel-good place to buy books

Math for 3D Game Programming and Computer Graphics by Eric Lengyel
This completely updated second edition illustrates the mathematical concepts that a game programmer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series.Eric Lengyel has over 16 years of expertise building game engines in the computer games industry. He holds a doctorate in computer science from the University of California, Davis, and a master's degree in mathematics from Virginia Tech. Eric is the creator of Terathon Software, where he is currently in charge of the C4 Engine's development.
| SKU | Unavailable |
| ISBN 13 | 9781584502777 |
| ISBN 10 | 1584502770 |
| Title | Math for 3D Game Programming and Computer Graphics |
| Author | Eric Lengyel |
| Series | Applied Mathematics Ser |
| Condition | Unavailable |
| Binding Type | Hardback |
| Publisher | Cengage Learning, Inc |
| Year published | 2003-11-17 |
| Number of pages | 551 |
| Cover note | Book picture is for illustrative purposes only, actual binding, cover or edition may vary. |
| Note | Unavailable |