This updated book provides 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 includes not only the theoretical mathematical background but also many examples of how the concepts are used to affect how a game looks and plays. This third edition reflects the increased use of shader graphics pipelines and updates the material on real-time graphics with coverage of more realistic materials and lighting.
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Praise for Previous Editions:
"It's the book with all the math you need for games."
-Neil Kirby, Researcher, Alcatel-Lucent
"Even though I've worked with these systems for years, this book showed me new ways of looking at several topics that make them easier to remember and use. For someone new to 3D programming, it is extremely useful-it gives them a solid background in pretty much every area they need to understand."
-Peter Lipson, Toys for Bob, Inc.
"It's the book with all the math you need for games."
-Neil Kirby, Researcher, Alcatel-Lucent
"Even though I've worked with these systems for years, this book showed me new ways of looking at several topics that make them easier to remember and use. For someone new to 3D programming, it is extremely useful-it gives them a solid background in pretty much every area they need to understand."
-Peter Lipson, Toys for Bob, Inc.