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Math for 3D Game Programming & Computer Graphics Hardcover – Nov. 17 2003

4.3 4.3 out of 5 stars 14 ratings

There is a newer edition of this item:

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.

Product description

About the Author

Eric Lengyel is a veteran of the computer games industry with over 16 years of experience writing game engines. He has a PhD in Computer Science from the University of California at Davis and an MS in Mathematics from Virginia Tech. Eric is the founder of Terathon Software, where he currently leads ongoing development of the C4 Engine.

Product details

  • Publisher ‏ : ‎ Charles River Media; 2 edition (Nov. 17 2003)
  • Language ‏ : ‎ English
  • Hardcover ‏ : ‎ 551 pages
  • ISBN-10 ‏ : ‎ 1584502770
  • ISBN-13 ‏ : ‎ 978-1584502777
  • Item weight ‏ : ‎ 1.17 kg
  • Dimensions ‏ : ‎ 19.05 x 3.81 x 24.13 cm
  • Customer Reviews:
    4.3 4.3 out of 5 stars 14 ratings

About the author

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Eric Lengyel
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Eric Lengyel (Ph.D. computer science, M.S. mathematics) has been a game engine developer since the 1990s and has been writing about it almost as long. He spends most of his time working on the C4 Engine and the Slug Library, but sometimes takes a break to perform new research in geometric algebra. He lives in Lincoln, California.

Customer reviews

4.3 out of 5 stars
14 global ratings

Top reviews from Canada

Reviewed in Canada on June 30, 2004
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!
3 people found this helpful
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Reviewed in Canada on March 6, 2004
This book explain the mathematics behind a game engine, and it does it pretty well. If you are looking for code to cut and paste into your programs, then this book is not for you. But if you want to really anderstand the theory, it has, in my opinion, a very good balance between explanations, demonstrations and examples.
I got this book because my math was a little 'rusty' and it does a perfect job in bringing all this stuff back in memory, and mutch more as I discover a lot of new stuff and how it can be used in a game engine. I really enjoy this book!

Top reviews from other countries

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Marcin Heniborg
5.0 out of 5 stars I strongly recomend for the ones that want to seriously go into game development!
Reviewed in the United States on February 6, 2010
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When I received this book I couldn't wait to start reading it. I didn't finish it yet but so far all explanations, mathematical rules are so clear and understandable. It's incredible to model world with usage of equations and numbers. Don't hesitate! Get it. Enjoy.
One person found this helpful
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Frank Geppert
5.0 out of 5 stars Gut strukturiertes und umfangreiches Werk
Reviewed in Germany on July 4, 2008
Verified Purchase
Dieses Buch des Autors Eric Lengyel, der auch die sehr leistungsstarke C4 Engine programmiert, startet so, wie man eine Mathematik-Veranstaltung an der Universität präsentiert bekommt: Es beginnt aufbauend auf den Schulkenntnissen von Mathematik, beschreibt nochmal Vektoren und Matrizen und wendet dieses Wissen auch sofort an.

Einige eingestreute Annahmen und Beweise sind kurz gehalten und damit nicht immer vollständig, dadurch wird aber nicht vom tatsächlichen Inhalt abgelenkt.

Am Ende eines jeden Kapitels gibt es nochmal eine zusammenfassende Darstellung der anwendbaren Formeln, die erarbeitet wurden. Damit könnte man diese Stellen auch als ein Nachschlagewerk nutzen.

Es gibt evtl. andere Werke, die noch Einsteigerfreundlicher geschrieben sind, aber durch die langen Erklärungen weniger Wissen vermitteln. Dieses Buch ist etwas kompakter, lässt scheinbar nichts aus und bietet damit deutlich mehr Inhalt.
5 people found this helpful
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Amazon Customer
5.0 out of 5 stars Five Stars
Reviewed in the United States on February 12, 2017
Verified Purchase
much better than i thought
One person found this helpful
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123
3.0 out of 5 stars A good reference
Reviewed in the United States on October 29, 2012
Verified Purchase
I was disappointed that this book is more of a reference and not something that used exercises and examples to facilitate learning.

-2 stars for being a hammer when I needed a screwdriver? Perhaps. But then maybe I'm taking off 2 stars because the title and description do not make it clear that this is a reference.

However if you are looking for a reference, this is definitely the book for you! I own a few 3d game engine math books and have done an in depth comparison. This is a very complete reference.

I would also like to add that this book is EXTREMELY TOUGH. I was very impressed with the toughness of the binding, thickness of pages and quality of print. All in all this is probably one of the highest quality books I have owned, from a physical standpoint.
9 people found this helpful
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Laval
2.0 out of 5 stars One of the books a regret
Reviewed in the United States on March 31, 2013
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This book is poorly written. Mathematics, whatever the area of application, is something to be understood, not a bunch of formulas to be known. This explains just about nothing and just gives a bunch formulas with little good examples of their proper use.
8 people found this helpful
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