Mathematics for 3D Game Programming and Computer Graphics, Second Edition (Game Development Series) by Eric Lengyel (Hardcover - Nov 18, 2003)
This fully updated second edition illustrates the mathematical concepts that a game programmer would need to develop professional-quality 3D engine. Although the book is targeted at applications in game development, many of the themes to appeal to the general interest in 3D graphics. It begins in a fairly basic level in 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. Special attention is given to derivations of key results, ensuring that the reader is forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review of the important tools used in these disciplines, such as trigonometric identities, differential equations, and the Taylor series.
Mathematics for 3D Game Programming and Computer Graphics.pdf
This fully updated second edition illustrates the mathematical concepts that a game programmer would need to develop professional-quality 3D engine. Although the book is targeted at applications in game development, many of the themes to appeal to the general interest in 3D graphics. It begins in a fairly basic level in 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. Special attention is given to derivations of key results, ensuring that the reader is forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review of the important tools used in these disciplines, such as trigonometric identities, differential equations, and the Taylor series.
Mathematics for 3D Game Programming and Computer Graphics.pdf