𝔖 Scriptorium
✦   LIBER   ✦

πŸ“

Foundation Game of Engine Development: Volume 1 - Mathematics

✍ Scribed by Eric Lengyel


Publisher
Terathon Software LLC
Year
2016
Tongue
English
Leaves
194
Category
Library

⬇  Acquire This Volume

No coin nor oath required. For personal study only.

✦ Synopsis


The first volume, known as FGED1, begins with conventional treatments of topics such as linear algebra, transforms, and geometry. Then, it introduces Grassmann algebra and geometric algebra to provide a much deeper understanding of the subject matter and highlight the places where traditional arithmetic with vectors, matrices, quaternions, etc., isn't quite correct.

Below is the full table of contents. The book includes 49 figures, 15 tables, 36 code snippets, 62 exercises, and 327 numbered equations.

✦ Table of Contents


Chapter 1: Vectors and Matrices

1.1 Vector Fundamentals
1.2 Basic Vector Operations
1.2.1 Magnitude and Scalar Multiplication
1.2.2 Addition and Subtraction
1.3 Matrix Fundamentals
1.4 Basic Matrix Operations
1.4.1 Addition, Subtraction, and Scalar Multiplication
1.4.2 Matrix Multiplication
1.5 Vector Multiplication
1.5.1 Dot Product
1.5.2 Cross Product
1.5.3 Scalar Triple Product
1.6 Vector Projection
1.7 Matrix Inversion
1.7.1 Identity Matrices
1.7.2 Determinants
1.7.3 Elementary Matrices
1.7.4 Inverse Calculation
1.7.5 Inverses of Small Matrices
Exercises for Chapter 1
Chapter 2: Transforms

2.1 Coordinate Spaces
2.1.1 Transformation Matrices
2.1.2 Orthogonal Transforms
2.1.3 Transform Composition
2.2 Rotations
2.2.1 Rotation About a Coordinate Axis
2.2.2 Rotation About an Arbitrary Axis
2.3 Reflections
2.4 Scales
2.5 Skews
2.6 Homogeneous Coordinates
2.7 Quaternions
2.7.1 Quaternion Fundamentals
2.7.2 Rotations With Quaternions
Exercises for Chapter 2
Chapter 3: Geometry

3.1 Triangle Meshes
3.2 Normal Vectors
3.2.1 Calculating Normal Vectors
3.2.2 Transforming Normal Vectors
3.3 Lines and Rays
3.3.1 Parametric Lines
3.3.2 Distance Between a Point and a Line
3.3.3 Distance Between Two Lines
3.4 Planes
3.4.1 Implicit Planes
3.4.2 Distance Between a Point and a Plane
3.4.3 Reflection Through a Plane
3.4.4 Intersection of a Line and a Plane
3.4.5 Intersection of Three Planes
3.4.6 Intersection of Two Planes
3.4.7 Transforming Planes
3.5 PlΓΌcker Coordinates
3.5.1 Implicit Lines
3.5.2 Homogeneous Formulas
3.5.3 Transforming Lines
Exercises for Chapter 3
Chapter 4: Advanced Algebra

4.1 Grassmann Algebra
4.1.1 Wedge Product
4.1.2 Bivectors
4.1.3 Trivectors
4.1.4 Algebraic Structure
4.1.5 Complements
4.1.6 Antivectors
4.1.7 Antiwedge Product
4.2 Projective Geometry
4.2.1 Lines
4.2.2 Planes
4.2.3 Join and Meet
4.2.4 Line Crossing
4.2.5 Plane Distance
4.2.6 Summary and Implementation
4.3 Matrix Inverses
4.4 Geometric Algebra
4.4.1 Geometric Product
4.4.2 Vector Division
4.4.3 Rotors
4.5 Conclusion
Exercises for Chapter 4
Index

Download code listings

Download solutions guide (PDF)


πŸ“œ SIMILAR VOLUMES


Foundations of Game Engine Development,
✍ Eric Lengyel πŸ“‚ Library πŸ“… 2016 πŸ› Terathon Software LLC 🌐 English

The first volume of Foundations of Game Engine Development discusses the mathematics needed by engineers who work on games or other types of virtual simulations. The book begins with conventional treatments of topics such as linear algebra, transforms, and geometry. Then, it introduces Grassmann alg

Foundations of Game Engine Development,
✍ Eric Lengyel πŸ“‚ Library πŸ“… 2016 πŸ› Terathon Software 🌐 English

The first volume of Foundations of Game Engine Development discusses the mathematics needed by engineers who work on games or other types of virtual simulations. The book begins with conventional treatments of topics such as linear algebra, transforms, and geometry. Then, it introduces Grassmann alg

Foundations of Game Engine Development V
✍ Eric Lengyel πŸ“‚ Library πŸ“… 2019 πŸ› Terathon Software 🌐 English

"This second volume in the Foundations of Game Engine Development series explores the vast subject of real-time rendering in modern game engines. The book provides a detailed introduction to color science, world structure, projections, shaders, lighting, shadows, fog, and visibility methods. This is

Foundations of Game Engine Development,
✍ Eric Lengyel πŸ“‚ Library πŸ“… 2019 πŸ› Terathon Software 🌐 English

From amazon: This second volume in the Foundations of Game Engine Development series explores the vast subject of real-time rendering in modern game engines. The book provides a detailed introduction to color science, world structure, projections, shaders, lighting, shadows, fog, and visibility m

Foundations of Applied Mathematics, Volu
✍ Jeffrey Humpherys, Tyler J. Jarvis, Emily J. Evans πŸ“‚ Library πŸ“… 2017 πŸ› SIAM Society for Industrial and Applied Mathematic 🌐 English

This book provides the foundations of both linear and nonlinear analysis necessary for understanding and working in twenty-first century applied and computational mathematics. In addition to the standard topics, this text includes several key concepts of modern applied mathematical analysis that sho