Essential Mathematics for Games and Interactive Applications

Essential Mathematics for Games and Interactive Applications

Book - 2016
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"New to the 3rd 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."--Publisher.
"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."--Publisher.
"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."--Publisher.
Publisher: Boca Raton : CRC Press, Taylor & Francis Group, [2016]
Edition: Third edition
ISBN: 9781482250923
Branch Call Number: 794.1526 VANVERT 2016
Characteristics: xxxi, 585 pages ; 25 cm
Additional Contributors: Bishop, Lars M.


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