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Essential Mathematics for Games and Interactive Applications: A Programmer's Guide, Second Edition

Essential Mathematics for Games and Interactive Applications: A Programmer's Guide, Second Edition

          
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About the Book

Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and ba

Table of Contents:
The following gives a high-level table of contents. Starred chapters will change significantly from the current edition, with changes noted.Chapter 1: Vectors and PointsThis chapter covers basic linear algebra topics such as vectors, points, lines and planes. Most changes will be in presentation, not in topic.Chapter 2: Matrices and Linear TransformationsThis continues the linear algebra discussion and discusses the mathematical methods for changing the concepts presented in Chapter 1. Most modifications will be in presentation, not in topic.*Chapter 3: Affine TransformationsThis completes the algebra discussion and covers basic graphics transformations such as translation, rotation and scale. Most changes will be in presentation, not in topic, although there will be a small section added on skinning.Chapter 4: Real-World Computer Number RepresentationThis chapter covers the problems of representing the infinite space of numbers in a finite computer. Most modifications will be in presentation, not in topic.Chapter 5: Viewing and ProjectionThis chapter begins the graphics topics with a discussion of building virtual cameras. Most modifications will be in presentation, not in topic.*Chapter 6: Lighting and ColorThis new chapter collates the color topics from the original Chapter 6 and the non-shading aspects of the original Chapter 7. To be presented here are the more abstract notions of color, normals to a surface, direction to a light, and how a lit color value is generated without any reference to triangles or interpolation. *Chapter 7: Geometry, Shading and TexturingAs with the previous chapter, this one will take mostly material from the original chapters 6 and 7, and som


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Product Details
  • ISBN-13: 9780080878614
  • Publisher: Taylor & Francis Ltd
  • Publisher Imprint: CRC Press
  • Language: English
  • Sub Title: A Programmer's Guide, Second Edition
  • ISBN-10: 008087861X
  • Publisher Date: 19 May 2008
  • Binding: Digital (delivered electronically)
  • No of Pages: 704


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