Author: Rengel
Publisher:
Publish Date: 2004-03-01
Features: This book introduces the mathematical methods required for developing professional 3D graphics engines. Many of the knowledge about game development presented in this book is also applicable to applications related to 3D computer graphics. The book first introduces relatively fundamental knowledge, such as vector geometry and linear algebra, and then continues to cover advanced topics in computer game design, such as lighting and visibility determination. Additionally, the book provides derivations of some important conclusions to help readers without the corresponding theoretical background understand the related content. The book assumes that readers have a basic knowledge of trigonometry and computer methods, but it still summarizes some important tools from these areas in certain chapters, such as trigonometric identities, differential equations, and Taylor series, etc. This book is an invaluable reference for game designers and corresponding programmers.
Mathematical Methods in 3D Gaming and Computer Graphics
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