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Essential Mathematics for Games and Interactive Applications

✍ Scribed by James M. Van Verth, Lars M. Bishop


Publisher
A K Peters/CRC Press
Year
2015
Tongue
English
Leaves
599
Edition
3
Category
Library

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✦ Synopsis


Expert Guidance on the Math Needed for 3D Game Programming
Developed from the authors’ popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.

New to the Third Edition
Completely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.

The Foundation for Successful 3D Programming
The book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation.

An Introduction to Creating Real and Active Virtual Worlds
This updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays.

Web Resource
A supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors’ GDC tutorials.

✦ Subjects


Algorithms; Numerical Methods; Random Number Generation; Rendering; Shaders; Graphics; Lighting; Texturing; Linear Algebra; Mathematics; Interpolation; Game Development; Geometry


πŸ“œ SIMILAR VOLUMES


Essential Mathematics for Games and Inte
✍ James M. Van Verth, Lars M. Bishop πŸ“‚ Library πŸ“… 2015 πŸ› A K Peters / CRC Press 🌐 English

<p><span>Expert Guidance on the Math Needed for 3D Game Programming<br></span><span>Developed from the authors’ popular Game Developers Conference (GDC) tutorial, </span><span>Essential Mathematics for Games and Interactive Applications, Third Edition</span><span> illustrates the importance of mathe

Essential Mathematics for Games and Inte
✍ James M. Van Verth, Lars M. Bishop πŸ“‚ Library πŸ“… 2004 🌐 English

This is a great book, however, with the Kindle version being priced only 5 dollars less than the hardcover, one would expect that you would get the same value. However, you do not, as the CD-ROM that is included with hardcover is not included with the kindle edition. This is an issue, when for