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ISBN: 9781435458864
ID: 215937294
MATHEMATICS FOR 3D GAME PROGRAMMING AND COMPUTER GRAPHICS, THIRD EDITION, illustrates the mathematical concepts that a game developer needs to develop 3D computer graphics and game engines at the professional level. 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 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 includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series. Each chapter ends with a summary of important concepts and several exercises. This updated third edition expands upon topics that include projections, shadows, physics, cloth simulation, and numerical methods. This updated third edition addresses the mathematical skills that a programmer needs to develop a 3D game engine and computer graphics for professional-level games. MATHEMATICS FOR 3D GAME PROGRAMMING & COMPUTER GRAPHICS, THIRD EDITION is suitable for advanced programmers who are experienced with C++, DirectX, or OpenGL. The book begins at a fairly basic level, covering areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as il Buch (fremdspr.) Bücher>Fremdsprachige Bücher>Englische Bücher, Course Technology
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ISBN: 9781435458864
ID: 05fddb394633fc89c3145fa13dce154e
This updated third edition addresses the mathematical skills that a programmer needs to develop a 3D game engine and computer graphics for professional-level games. Mathematics For 3D Game Programming And Computer Graphics, Third Edition is suitable for advanced programmers who are experienced with C++, DirectX, or OpenGL. The book begins at a fairly basic level, covering 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. It discusses the math first; then it presents how to translate the math into programs. By providing the math behind the effect, screenshots of the results, and samples of code that translate the math so that the effect is achieved, readers get the full story rather than only a mathematical explanation or a set of code samples that are not clearly drawn from mathematical expressions. With this revised edition, almost every chapter will provide a programming example taken direct, [PU: Cengage Learning]
Studystore.nl |
2011
ISBN: 1435458869
ID: 20685852582
[EAN: 9781435458864], Gebraucht, guter Zustand, [PU: Cengage Learning PTR], Item may show signs of shelf wear. Pages may include limited notes and highlighting. Includes supplemental or companion materials if applicable. Access codes may or may not work. Connecting readers since 1972. Customer service is our top priority.
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Title: | Mathematics for 3D Game Programming and Computer Graphics, Third Edition |
ISBN: | 1435458869 |
Details of the book - Mathematics for 3D Game Programming and Computer Graphics, Third Edition
EAN (ISBN-13): 9781435458864
ISBN (ISBN-10): 1435458869
Hardcover
Publishing year: 2011
Publisher: CENGAGE LEARNING EMEA DELMAR
Language: Englisch
Book in our database since 18.04.2011 11:16:17
Book found last time on 20.01.2017 19:44:29
ISBN/EAN: 1435458869
ISBN - alternate spelling:
1-4354-5886-9, 978-1-4354-5886-4
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