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3D Math Primer for Graphics and Game Development

✍ Scribed by Fletcher Dunn, Ian Parberry


Publisher
Jones & Bartlett Publishers
Year
2002
Tongue
English
Leaves
449
Series
Wordware Game Math Library
Edition
1
Category
Library

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✦ Synopsis


I was looking for a book that covered all of the 3-D vector math basics for game programmers, and came across this one. I mentioned it to a co-worker, and his response was "Great book!". After ordering and reading about half, I have to agree.

The book explains the concepts very well and takes you through the math required to derive some of the core concepts (like transformations). My favorite part thus far is that each vector or matrix concept includes the math behind the concept and also the geometric interpretation for each of the concepts. For example, I had never seen a geometric interpretation of matrix determinants and found that very interesting.

The diagrams overall are very helpful for the more visual person, although there could be even more of them. I liked the descriptions of mathematical properties that may not be immediately obvious and how they could be used, such as the table of dot product values and what they mean.

My negatives on the book are minor:
(a) The book could have used more practical examples explaining scenarios on WHY certain concepts are used. The text does a decent job of explaning usages, but more examples would have been nice.
(b) I was not too interested in the "C" code given the numerous libraries out there that already do the math. This was wasted space in the book, in my opinion, although may be interesting to some.
(c) There are no answers to the exercises in the book. Would have been nice to have included that in an appendix. The answers MAY be on the web site - I have not checked.

All in all, I strongly recommend this book for those wanting the basics of 3-D vector and matrix math with applications.

✦ Table of Contents


Chp. 10: Orientation and Angular Displacement in 3D
......Page 160
Table of Contents......Page 4
Chp. 1: Introduction
......Page 14
Chp. 2: The Cartesian Coordinate System
......Page 18
Chp. 3: Multiple Coordinate Spaces
......Page 36
Chp. 4: Vectors
......Page 48
Chp. 5: Operations on Vectors
......Page 58
Chp. 6: A Simple 3D Vector Class
......Page 82
Chp. 7: Introduction to Matrices
......Page 96
Chp. 8: Matrices and Linear Transformations
......Page 114
Chp. 9: More on Matrices
......Page 138
Chp. 11: Transformations in C++
......Page 208
Chp. 12: Geometric Primitives
......Page 252
Chp. 13: Geometric Tests
......Page 290
Chp. 14: Triangle Meshes
......Page 332
Chp. 15: 3D Math for Graphics
......Page 358
Chp. 16: Visibility Determination
......Page 398
Chp. 17: Afterword
......Page 420
Appendix A: Math Review
......Page 422
Appendix B: References
......Page 428
Index
......Page 430


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