## 3D Math Primer for Graphics and Game Development3D 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 - Fathoni - GoodreadsThe most part that I like about this book is It's Geometrical Interpretation, something that left untouched during my linear algebra class while I was in my undergraduate study. 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 |

415 | |

### Common terms and phrases

3D math 3D vector AABB AABB3 algorithm angular displacement axes axis barycentric coordinates basic basis vectors bounding box buffer camera space Cartesian Chapter Check clip plane clip space clockwise color column vectors compute const Vector3 coordinate space coordinate system counterclockwise cross product defined direction discuss distance dot product edge Equation Euler angles example float function geometric Gouraud shading graphics grid inertial space interpolation intersection inverse l.Of light linear algebra linear transformation magnitude mathematical max.x min.x node notation O.Of object space operations orientation origin orthogonal perpendicular pixel polygon position projection quadtree quaternion rendering result return kNoIntersection rotation matrix RotationMatrix scalar Section Setup the matrix shown in Figure specified sphere surface normal techniques texture mapping texture mapping coordinates translation portion triangle mesh triangle strips unit vector vector class vertex vertices view frustum void world space x-axis zero vector