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3D mathematics is a subject related to computational geometry. 3D math is the technical basis of computer graphics and computer 3D game development, while computational geometry is a subject that studies how to solve geometric problems with numerical methods. Both 3D math and computational geometry are widely used in fields that use computers to simulate the 3D world, such as graphics, games, simulations, robotics, virtual reality, animation design, and more.
3D Math Primer for Graphics and Game Development goes into the mathematical problems that lie behind the 3D geometric world. It is an authoritative work in the game industry for exploring the core secrets behind game development, and is highly recommended by many game development enterprises. At the same time, it is also one of the designated teaching reference books of many professional training institutions.
3D Math Primer for Graphics and Game Development mainly introduces basic 3D mathematical concepts, such as vector, coordinate space, matrix, transformation, Euler angles, homogeneous coordinate space, geometric primitive, intersection detection, and triangular mesh. They are especially important for computer game developers and programmers. The authors also discuss mathematical theory in detail and provide geometric explanations where necessary in order to help the reader develop an intuitive sense about 3D math.
3D Math Primer for Graphics and Game Development covers both theoretical knowledge and C++ code implementation. The theory part explains the relationship between mathematics and geometry in the 3D space, and the listed tips and formulas can be used as a manual for easy reference. The code implementation part demonstrates how to implement these theoretical concepts in code. Although the programming examples use the C++ language only, all theoretical knowledge in this book can be implemented in virtually any other programming languages.
// Table Of Contents //
- Chapter 1 Cartesian Coordinate Systems
- Chapter 2 Vectors
- Chapter 3 Multiple Coordinate Spaces
- Chapter 4 Introduction to Matrices
- Chapter 5 Matrices and Linear Transformations
- Chapter 6 More on Matrices
- Chapter 7 Polar Coordinate Systems
- Chapter 8 Rotation in Three Dimensions
- Chapter 9 Geometric Primitives
- Chapter 10 Mathematical Topics from 3D Graphics
- Chapter 11 Mechanics 1: Linear Kinematics and Calculus
- Chapter 12 Mechanics 2: Linear and Rotational Dynamics
- Chapter 13 Curves in 3D
- Chapter 14 Afterword
- Appendix A Geometric Tests
- Appendix B Answers to the Exercises
// Download URLs //
|3D Math Primer for Graphics and Game Development, 1st Edition|
|3D Math Primer for Graphics and Game Development, 2nd Edition|
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