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Mathematics for 3D Game Programming & Computer Graphics [Hardcover]

Eric Lengyel
4.3 out of 5 stars  See all reviews (19 customer reviews)

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Mathematics for 3D Game Programming and Computer Graphics Mathematics for 3D Game Programming and Computer Graphics
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Book Description

May 22 2002 Charles River Media Game Development
This book illustrates the mathematical concepts that a game developer 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 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 the Taylor series.

Key Features:

* Concentrates on key mathematical topics for programming 3D game engines

* Discusses applications in the context of the OpenGL architecture due to its cross-platform nature and long-standing industry acceptance. Makes references to modern 3D hardware such as GeForce 3 from Nvidia

* Selected topics include Quaternions, Homogeneous Coordinates, Ray Tracing, Bump Mapping, Portal Systems, Polygonal Techniques, Shadows, and Physics

* Includes exercise sets for use as a textbook


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Product Description

About the Author

Eric Lengyel is a Senior Software Engineer at the 3DO Company in Redwood City, CA. He holds an MS in Mathematics from Virginia Tech and has written several articles for industry periodicals including gamasutra.com. He is also the area editor in geometry management for Game Programming Gems 2.

Inside This Book (Learn More)
First Sentence
Vectors are of fundamental importance in any 3D game engine. Read the first page
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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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Customer Reviews

Most helpful customer reviews
1 of 1 people found the following review helpful
Format:Hardcover
Finally, no more searching through all my college math textbooks for the reference I need for real-time 3D software development. The basics of vectors and matrices are of course included, but in much more depth than you got in school, more than likely - and with emphasis on how they are useful in 3D game programming. So many game developers lack an intuitive feel for such basics as transformation matrices, dot products, and cross products and are hobbled by this; just read up to chapter three and the lights will go on, so to speak. The chapter on lighting is particularly, well, enlightening - not only are the various lighting models explained in detail (including some I was unfamiliar with before), but the author provides means for accomplishing them in real-time using texture and vertex shaders.

The notation used in the book is modern and consistent, and the code samples clearly written. I believe this is the first volume to combine complete mathematical explanations of essential 3D computer graphics operations with practical advice on how to implement the sometimes complex math efficiently in real-time systems.

The chapters on picking and collision detection are also complete and include practical advice on implementation in addition to the theory behind it.

This is not a book for most high school math students - the author assumes you've at least been through some higher level math and can talk the basic language of mathematics. However, it does not presuppose that you are familiar with anything but basic calculus, and more importantly, it doesn't assume that you're familiar with some quirky notational system specific to the author. I haven't been in a math class for ten years, but I had no trouble understanding any concepts introduced in this book upon the first read.

I don't forsee this volume leaving my desk anytime soon!

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4.0 out of 5 stars good reference for computer graphics math Mar 24 2004
Format:Hardcover
like others books in charles media , written by someone in the industry , which means value infos will be in the book .
this book is good for someone studied linear algebra I,II + calculs courses and want to see the applied math in computer applications such as games .
i suggest before reading this book , reading a book about linear algebra + gemetry + calculs so as not to lost in that book because this book not for beginners in math .
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5.0 out of 5 stars Excellent Dec 21 2003
Format:Hardcover
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.
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Most recent customer reviews
5.0 out of 5 stars 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. Read more
Published on Oct 16 2003 by Dave Astle
5.0 out of 5 stars 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... Read more
Published on Sep 16 2003 by Rodrigo Domingues
4.0 out of 5 stars Reference use only, lacks sample source code
For reference only. This book is basically just filled with formulas (hence, all the other reviewers calling it a math book). Read more
Published on Nov 17 2002 by John
2.0 out of 5 stars Disappointment : much to basic
When I read the reviews of this book, I thought this book would finally help me find heights on triangles (eg.terrains), and other stuff I thought would be in a book like this... Read more
Published on Oct 14 2002
5.0 out of 5 stars Excellant Mathematics Book
The book covers the mathematics behind today's 3D rendering engines quite impressively. Theorems and methods are backed by proofs and visual aid. Read more
Published on July 23 2002
3.0 out of 5 stars not good enough
this book is not worth to buy, it only teach you linear algebra and calculus, you can get better book in your collage, so save your money to buy some standard math book , i give 3... Read more
Published on July 11 2002
5.0 out of 5 stars Awesome book!
This book rocks! I can't believe anyone would write a review like the one from June 18. It's just plain ridiculuous to say that this author is a bad teacher -- it's just the... Read more
Published on Jun 20 2002
3.0 out of 5 stars Concise reference book , Helps if you already know the stuff
Warning! If you are like I was and do not know much about 3d math, this is NOT a book for you. The author looks like he knows a lot on the subject but fails to explain clearly how... Read more
Published on Jun 18 2002
4.0 out of 5 stars One of the better books so far...
If this book had all exercises answered in the Answers section I'd give it a 5. It is a wonderfully clear book (so far, I am not done with it yet). Read more
Published on April 4 2002
5.0 out of 5 stars Oh yes
What a wonderful book.

Any beginner to computer graphics and game development is often overwhelmed by the mathematics that runs the show. Read more

Published on Mar 20 2002
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