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- Title 3D Math Primer for Graphics and Game Development
- Author(s) Fletcher Dunn, Ian Parberry
- Publisher: Jones & Bartlett Publishers; 1 edition (June 21, 2002)
- Paperback 476 pages
- eBook PDF (449 pages, 22.1 MB)
- Language: English
- ISBN-10: 1556229119
- ISBN-13: 978-1556229114
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3D Math Primer for Graphics and Game Development covers fundamental 3D math concepts that are especially useful for computer game developers and programmers. The authors discuss the mathematical theory in detail and then provide the geometric interpretation necessary to make 3D math intuitive. Working C++ classes illustrate how to put the techniques into practice, and exercises at the end of each chapter help reinforce the concepts.
This book explains basic concepts such as vectors, coordinate spaces, matrices, transformations, Euler angles, homogenous coordinates, geometric primitives, intersection tests, and triangle meshes; discusses orientation in 3D, including thorough coverage of quaternions and a comparison of the advantages and disadvantages of different representation techniques; describes working C++ classes for mathematical and geometric entities and several different matrix classes, each tailored to specific geometric tasks; includes complete derivations for all the primitive transformation matrices.
About the Authors-
Fletcher Dunn is the principal programmer at Terminal Reality, where he has worked on Nocturne and 4x4 Evolution and is currently lead programmer for BloodRayne. He has developed games for Windows, Mac, Dreamcast, Playstation II, Xbox, and GameCube.
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Ian Parberry is a professor of computer science at the University of North Texas and is internationally recognized as one of the top academics teaching computer game programming with DirectX. He is also the author of Learn Computer Game Programming with DirectX 7.0 and Introduction to Computer Game Programming with DirectX 8.0.
- Computer Graphics, 3D, Animation and Imaging, etc.
- Computer and Video Game Development and Programming
- The C++ Programming Language
- Geometry
- Algebra, Abstract Algebra, and Linear Algebra
- Applied Mathematics
- Miscellaneous and Uncategorized Mathematics Books

- 3D Math Primer for Graphics and Game Development (Fletcher Dunn, et al)
- The Mirror Site (1) - PDF
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Vector Math for 3D Computer Graphics, 4th Revision (Bradley Kjell )
This is a tutorial on vector algebra and matrix algebra from the viewpoint of computer graphics. It covers most vector and matrix topics needed to read college-level computer graphics text books.
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Learning Modern 3D Graphics Programming (Jason L. McKesson)
This book offers beginner-level instruction on what many consider to be an advanced concept. It teaches programmable rendering for beginning graphics programmers, from the ground up.
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3D Game Shaders For Beginners (David Lettier)
Interested in adding textures, lighting, shadows, normal maps, glowing objects, ambient occlusion, reflections, refractions, and more to your 3D game? Great! Below is a collection of shading techniques that will take your game visuals to new heights.
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Mathematical Applications for Game Development (R. Baldwin)
This book presents applications of mathematics and science in game and simulation programming. Includes the utilization of matrix and vector operations, kinematics, and Newtonian principles in games and simulations. Also covers code optimization.
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Computer Graphics from Scratch: A Programmer's Introduction
This book demystifies the algorithms used in modern graphics software with basic programming and high school math, and focuses on only one aspect of computer graphics: 3D Rendering. Pseudocode examples link to live JavaScript demos.
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