3D Math Primer for Graphics and Game Development

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CRC Press, Nov 2, 2011 - Computers - 846 pages
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for
 

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Contents

1 Cartesian Coordinate Systems
1
2 Vectors
31
3 Multiple Coordinate Spaces
79
4 Introduction to Matrices
113
5 Matrices and Linear Transformations
137
6 More on Matrices
161
7 Polar Coordinate Systems
191
8 Rotation in Three Dimensions
217
10 Mathematical Topics from 3D Graphics
343
Linear Kinematics and Calculus
479
Linear and Rotational Dynamics
553
13 Curves in 3D
645
14 Afterword
715
A Geometric Tests
717
B Answers to the Exercises
745
Bibliography
801

9 Geometric Primitives
295

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About the author (2011)

Fletcher Dunn has been programming video games professionally since 1996. He served as principle programmer at Terminal Reality in Dallas, where he was one of the architects of the Infernal engine and lead programmer on BloodRayne. He was a technical director for the Walt Disney Company at Wideload Games in Chicago, where he was the lead programmer for Disney Guilty Party, which won IGN's Family Game of the Year at E3 2010. He is currently a developer at Valve Software in Bellevue, Washington.

Ian Parberry is a professor in the Department of Computer Science and Engineering at the University of North Texas. Dr. Parberry has more than a quarter century of experience in research and teaching and is nationally known as one of the pioneers of game programming in higher education.

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