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From a professional perspective, Mathematics for 3D Game Programming and Computer Graphics explains the mathematical concepts used in 3D Computer Graphics and game engine that a game developer must master. Compared to the second edition, the third edition expanded on the content, introducing the knowledge for projection, shadow, physics, cloth simulation, and numerical methods. And all chapters have been revised and the shader code has been modified according to the new specifications of the shading language.
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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.
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MathType is supposed to be the most powerful and professional interactive mathematical formulas editor. It can help users easily insert complex mathematical expressions and symbols into all kinds of documents and apps (such as office documents, web pages, desktop publications, demonstrations, E-learning, Tex, LaTeX, MathML, etc.), and has been widely used in the education, teaching, scientific research institution, engineering, paper writing, typesetting, science test papers editing, and many other fields.
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OriginPro is an extremely comprehensive scientific mapping and data analysis software that is specially designed for researchers to study a variety of scientific laws, developed by OriginLab in 1991. It is recognized as a simple, fast, flexible, easy to learn, easy to use, and powerful software for scientific mapping & data analyzing. In fact, it has been widely used in academic circles (especially in many universities) around the world, and has become one of the necessary tools that researchers must learn to use.
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Some computer science books are classic but not suitable for beginners, and some are the opposite. Donald Knuth‘s The Art Of Computer Programming probably belongs to the former condition, and Robert Sedgewick‘s Algorithms belongs to the latter. Of course, both of their algorithm analysis idea comes down in one continuous line, and they are all the classic and bestselling reference book in the computerized algorithm field.
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Among all the books on algorithms, some are very rigorous, but not comprehensive; others cover a lot of materials, but lack preciseness. Introduction to Algorithms combines rigor and comprehensiveness together, discusses all kinds of algorithms in depth, and focuses on making the design and analysis of these algorithms more acceptable to readers at all levels.
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For over 50 years, Thomas’ Calculus series of books have a new edition available averagely every four, five years. Each edition has many improvements based on previous ones, which embodies this is a teaching material full of innovation spirits. At the same time, some basic characteristics of this book have been always kept and increased, which shows that it is a textbook attaching great importance to inheritance of teaching tradition.
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