Mathematics for 3D Game Programming & Computer Graphics

Author: Eric Lengyel
List Price: $49.95
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ISBN: 1584500379
Publisher: Charles River Media (18 December, 2001)
Edition: Hardcover
Sales Rank: 13,660
Average Customer Rating: 4.28 out of 5

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Customer Reviews

Rating: 5 out of 5
Excellent
Excellent Book, I am very pleased with it and encourage it to anyone who already has ground knowledge in Trig + Calc. No fluffer in this book, all content and well written.


Rating: 5 out of 5
For a rock-solid understanding of 3D math
This book provides a solid foundation for anyone who wants to develop a good understanding of the math behind computer graphics. The author provides clear and concise explanations of the concepts covered, backs them up with mathematical proofs, and usually discusses how the concepts can be applied in games, often with sample code. Each chapter has accompanying exercises that I recommended working through.

The topics covered include things you would expect like matrices, vectors, transformations, 3D geometry, and lighting, but also includes are topics like collision detection, ray tracing, visibility determination, and techniques such as billboarding and shadows. It concludes with several chapters on physics including fluid simulation, and a few useful appendices covering trig, complex numbers, and Taylor series.

If you're brand new to graphics and game programming and haven't had a math class in a while, then the somewhat textbook-like language may be a little daunting, but otherwise, this book is an excellent resource for those interested in solidifying their knowledge of 3D math.


Rating: 5 out of 5
A Book for The Whole Life
Surely this is the book I was looking for.
Mostly of the 3D games books just presents codes and some few mentions to the maths techniques, without regarding the concepts behind them.
This one presents the Maths we use in 3D game development in such way that it does not bore the reader and yet makes him learn the math basis behind the 3D graphics programming, presenting, yet, some physics notes to implement a physics based engine.
If you just wanna code, certainly this is not the book for you, but if you are a serious developer (and programmer), surely this is the only book you should need.

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