FreeComputerBooks.com
Links to Free Computer, Mathematics, Technical Books all over the World
|
|
- Title: 3D Math Primer for Graphics and Game Development
- Author(s) Fletcher Dunn, Ian Parberry
- Publisher: A K Peters/CRC Press; 2nd edition; eBook (Internet Archive Edition)
- Paperback: 846 pages
- eBook: PDF
- Language: English
- ISBN-10: 1568817231
- ISBN-13: 978-1568817231
- Share This:
This book 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.
About the Authors- Fletcher Dunn has been programming video games professionally since 1996. He served as principle programmer at Terminal Reality in Dallas, where he was one of the architects of the Infernal engine and lead programmer on BloodRayne.
-
Ian Parberry is a professor in the Department of Computer Science and Engineering at the University of North Texas.
- 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
- The Mirror Site (2) - PDF
- The Mirror Site (3) - PDF
- The Mirror Site (4) - PDF - Download Only
- The Mirror Site (5) - PDF - Download Only
-
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.
-
Mathematics for Game Developers (Denny Burzynski)
This book explores the mathematics behind how scenes appear, characters move, and action evolves. The basic ideas of how mathematical instruments control action and motion in the games you develop.
-
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.
-
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.
-
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.
-
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.
:
|
|