Fr. 60.50

Essential Mathematics for Games and Interactive Applications - A Programmer's Guide

English · Hardback

Shipping usually within 1 to 3 weeks (not available at short notice)

Description

Read more

Presents the core mathematics necessary for sophisticated 3D graphics, and interactive physical simulations. Based on linear algebra and matrix manipulation, this book focuses on the issues of 3D game development useful to programmers, includes optimization guidance, and is suitable for those new to 3D programming.

List of contents

Introduction.
Part I Core MathematicsVectors and Points; Linear Transformations and Matrices; Affine Transformations; Real-World Computer Number Representation.
Part II Rendering; Viewing and Projection; Geometry, Shading, and Texturing; Lighting; Rasterization.
Part III Animation; Curves; Orientation Representation.
Part IV Simulation; Intersection Testing; Rigid Body Dynamics. Appendices: Trigonometry Review; Calculus Review. Bibliography. About the CD-ROM.

Report

"Not only is it an excellent introduction for someone who needs to come up-to-speed on the math behind games and graphics, it's a well-organized reference for anyone in the field. Short version: If you program graphics, let alone games, you need this book. Shelve it near your desk, next to your Foley and your Knuth. Highly Recommended." Rick Wayne from a review inSoftware Development Magazine

"This excellent volume is unique in that it covers not only the basic techniques of computer graphics and game development, but also provides a thorough and rigorous--yet very readable--treatment of the underlying mathematics. Fledgling graphics and games developers will find it a valuable introduction; experienced developers will find it an invaluable reference. Everything is here, from the detailed numeric issues of IEEE floating point notation, to the correct way to use quaternions and spherical linear interpolation to represent orientation, to the mathematics of collision detection and rigid-body dynamics." David Luebke, University of Virginia, co-author ofLevel of Detail for 3D Graphics

"When it comes to software development for games or virtual reality, you cannot escape the mathematics. The best performance comes not from superfast processors and terabytes of memory, but from well-chosen algorithms. With this in mind, the techniques most useful for developing production-quality computer graphics for Hollywood blockbusters are not the best choice for interactive applications. When rendering times are measured in milliseconds rather than hours, you need an entirely different perspective.Essential Mathematics for Games and Interactive Applicationsprovides this perspective. While the mathematics are rigorous and perhaps challenging at times, Van Verth and Bishop provide the context for understanding the algorithms and data structures needed to bring games and VR applications to life. This may not be the only book you will ever need for games and VR software development, but it will certainly provide an excellent framework for developing robust and fast applications." Ian Ashdown, President, ByHeart Consultants Limited

"WithEssential Mathematics for Games and Interactive Applications,Van Verth and Bishop have provided invaluable assistance for professional game developers looking to shore up weaknesses in their mathematical training. Even if you never intend to write a renderer or tune a physics engine, this book provides the mathematical and conceptual grounding needed to understand many of the key concepts in rendering, simulation, and animation." Dave Weinstein, Red Storm Entertainment

"Geometry, trigonometry, linear algebra, and calculus are all essential tools for 3D graphics. Mathematics courses in these subjects cover too much ground, while at the same time glossing over the bread-and-butter essentials for 3D graphics programmers. InEssential Mathematics for Games and Interactive Applications,Van Verth and Bishop bring just the right level of mathematics out of the trenches of professional game development. This book provides an accessible and solid mathematical foundation for interactive graphics programmers. If you are working in the area of 3D games, this book is a 'must have.'" Jonathan Cohen, Department of Computer Science, Johns Hopkins University, co-author ofLevel of Detail for 3D Graphics

Product details

Authors Lars M. Bishop, James M. Van Verth, James M. Van Bishop Verth
Publisher ELSEVIER SCIENCE BV
 
Languages English
Product format Hardback
Released 27.04.2004
 
EAN 9781558608634
ISBN 978-1-55860-863-4
No. of pages 676
Series The Morgan Kaufmann Series in Interactive 3D Technology
The Morgan Kaufmann Series in Interactive 3D Technology
Subject Natural sciences, medicine, IT, technology > IT, data processing > IT

Customer reviews

No reviews have been written for this item yet. Write the first review and be helpful to other users when they decide on a purchase.

Write a review

Thumbs up or thumbs down? Write your own review.

For messages to CeDe.ch please use the contact form.

The input fields marked * are obligatory

By submitting this form you agree to our data privacy statement.