Sunday, 6 June 2010

Mathematics for 3D Game Programming & Computer Graphics

Mathematics for 3D Game Programming & Computer Graphics



Mathematics for 3D Game Programming & Computer Graphics (Charles River Media Game Development)



This resource illustrates the mathematics that a game programmer would need to develop a professional-quality 3D engine. Get and download textbook Mathematics for 3D Game Programming & Computer Graphics (Charles River Media Game Development) for free
Categories: Computer games->Programming, Computer graphics->Mathematics. Contributors: Eric Lengyel - Author. Format: Other Format
The book starts at a fairly basic level in each of several areas such as vector geometry, modern algebra, and physics, and then progresses to somewhat more advanced topics. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure "gaps" in the theory. The book discusses applications in the context of the OpenGL architecture. It assumes basic understanding of matrix algebra, trigonometry, and calculus, and concentrates on key math topics for programming game engines and computer graphics. Included are exercise sets which should allow the book to be used as a textbook. The Mathematics for 3D Game Programming & Computer Graphics new edition

Download free books for Mathematics for 3D Game Programming & Computer Graphics


Mathematics for 3D Game Programming & Computer Graphics: Eric Lengyel

Categories: Computer games->Programming, Computer graphics->Mathematics. Contributors: Eric Lengyel - Author. Format: Hardcover

Categories: Computer games->Programming, Computer graphics->Mathematics. Contributors: Eric Lengyel - Author. Format: Other Format

Categories: Computer games->Programming, Computer graphics->Mathematics. Contributors: Eric Lengyel - Author. Format: Hardcover



Mathematics for 3D Game Programming & Computer Graphics Textbook


The book starts at a fairly basic level in each of several areas such as vector geometry, modern algebra, and physics, and then progresses to somewhat more advanced topics. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure "gaps" in the theory. The book discusses applications in the context of the OpenGL architecture. It assumes basic understanding of matrix algebra, trigonometry, and calculus, and concentrates on key math topics for programming game engines and computer graphics
The

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