3D Math Primer for Graphics and Game Development

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Jones & Bartlett Learning, 2002 - Mathematics - 429 pages
3 Reviews
3D Math Primer For Graphics And Game Development Covers Fundamental 3D Math Concepts That Are Especially Useful For Computer Game Developers And Programmers. The Authors Discuss The Mathematical Theory In Detail And Then Provide The Geometric Interpretation Necessary To Make 3D Math Intuitive. Working C++ Classes Illustrate How To Put The Techniques Into Practice, And Exercises At The End Of Each Chapter Help Reinforce The Concepts. This Book Explains Basic Concepts Such As Vectors, Coordinate Spaces, Matrices, Transformations, Euler Angles, Homogenous Coordinates, Geometric Primitives, Intersection Tests, And Triangle Meshes. It Discusses Orientation In 3D, Including Thorough Coverage Of Quaternions And A Comparison Of The Advantages And Disadvantages Of Different Representation Techniques. The Text Describes Working C++ Classes For Mathematical And Geometric Entities And Several Different Matrix Classes, Each Tailored To Specific Geometric Tasks. Also Included Are Complete Derivations For All The Primitive Transformation Matrices.
  

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This book is recommended literature in my class (Simulations in 3D) and so far a very helpful book.
It introduces the basic concepts like vectors and matrices in the 2D world (very easy to understand
) and then teaches you how to apply it to the 3D world.
A good book if you intend to work with 3D simulations (be that movies, games or simulators).
 

Review: 3D Math Primer for Graphics and Game Development

User Review  - Jeremy - Goodreads

Shawn P recommended this book for us non-CIS guys that want to get deeper into 3D. Worked with him on an animated film, before he left to work at a major game studio. Great guy, very knowledgeable... what I'm sayin is, I trust his judgment. Read full review

Contents

The Cartesian Coordinate System
5
Multiple Coordinate Spaces
23
Vectors
35
Operations on Vectors
45
A Simple 3D Vector Class
69
Introduction to Matrices
83
Matrices and Linear Transformations
101
More on Matrices
125
Transformations in C++
195
Geometric Primitives
239
Geometric Tests
277
Triangle Meshes
319
3D Math for Graphics
345
Visibility Determination
385
Afterword
407
Appendix B References
415

Orientation and Angular Displacement in 3D
147

Common terms and phrases

About the author (2002)

Dunn is currently the principal software engineer for Terminal Reality.

Parberry is a professor of computer science at the University of North Texas in Denton, Texas, where he specializes in a unique curriculum focusing on the computer game industry. Parberry is internationally recognized as one of the top academics in this field.

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