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Math for 3D Game Programming and Computer Graphics

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ISBN-10: 1584502770

ISBN-13: 9781584502777

Edition: 2nd 2004

Authors: Eric Lengyel

List price: $49.95
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This completely updated second edition illustrates the mathematical concepts that a game programmer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also…    
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Book details

List price: $49.95
Edition: 2nd
Copyright year: 2004
Publisher: Charles River Media
Publication date: 11/17/2003
Binding: Hardcover
Pages: 576
Size: 7.50" wide x 9.50" long x 1.50" tall
Weight: 2.596
Language: English

Eric Lengyel is the author of the first two editions of the book, "Mathematics for 3D Game Programming and Computer Graphics." He is the Chief Technology Officer for the game engine development studio Terathon Software. Eric holds an M.S. in Mathematics from Virginia Tech and has written several articles for gamasutra.com and the "Game Programming Gems" series.

The Rendering Pipeline
Vectors
Matrices
Transforms
3D Engine Geometry
Ray Tracing
Illumination
Visibility Determination
Collision Detection
Polygonal Techniques
Shadows
Linear Physics
Rotational Physics
Fluid Simulation
Numerical Methods
Curves and Surfaces
Complex Numbers
Trigonometry Reference
Coordinate Systems
Taylor Series
Answers to Exercises