Mathematics for 3D game programming and computer graphics

Forfatter:
Addresses the mathematical skills that a programmer needs to develop a 3D game engine and computer graphics for professional-level games. This title is suitable for advanced programmers who are experienced with C++, DirectX, or OpenGL. It also covers areas such as vector geometry and linear algebra, and then progresses to 3D game programming.
Note: 
Preface. 1. The Rendering Pipeline. 2. Vectors. 3. Matrices. 4. Transforms. 5. Geometry for 3D Engines. 6. Ray Tracing. 7. Lighting and Shading. 8. Visibility Determination. 9.Polygonal Techniques. 10. Shadows. 11. Curves and Surfaces. 12. Collision Detection. 13. Linear Physics. 14. Rotational Physics. 15. Fluid and Cloth Simulation. 16. Numerical Methods. Appendix A: Complex Numbers. Appendix B: Trigonometry Reference. Appendix C: Coordinate Systems. Appendix D: Taylor Series. Appendix E: Answers to Exercises.

Mathematics for 3D game programming and computer graphics (Engelsk)

Grundigt bearbejdet (Engelsk)
Bognummer: 
630260
Nota udgivelsesår: 
2015
Udgave: 
Course Technology Cengage Learning, 2011, (3. udgave)
ISBN: 
9781435458864