This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for
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"With solid theory and references, along with practical advice borne from decades of experience, all presented in an informal and demystifying style, Dunn & Parberry provide an accessible and useful approach to the key mathematical operations needed in 3D computer graphics."
-Eric Haines, author of Real-Time Rendering
"The book describes the mathematics involved in game development in a very clear and easy to understand way, layered on the practical background of years of game engine programming experience."
-Wolfgang Engel, editor of GPU Pro
-Eric Haines, author of Real-Time Rendering
"The book describes the mathematics involved in game development in a very clear and easy to understand way, layered on the practical background of years of game engine programming experience."
-Wolfgang Engel, editor of GPU Pro