Essential mathematics for games and interactive applications : a programmer's guide / James M. van Verth, Lars M. Bishop.
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Published: |
Amsterdam ; Boston :
Morgan Kaufmann Publishers,
c2004.
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Series: | The Morgan Kaufmann series in interactive 3D technology
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Format: | Book |
Table of Contents:
- Pt. I. Core mathematics
- Ch. 1. Vectors and points
- Ch. 2. Linear transformations and matrices
- Ch. 3. Affine transformations
- Ch. 4. Real-world computer number representation
- Pt. II. Rendering
- Ch. 5. Viewing and projection
- Ch. 6. Geometry, shading, and texturing
- Ch. 7. Lighting
- Ch. 8. Rasterization
- Pt. III. Animation
- Ch. 9. Curves
- Ch. 10. Orientation representation
- Pt. IV. Simulation
- Ch. 11. Intersection testing
- Ch. 12. Rigid body dynamics
- App. A. Trigonometry review
- App. B. Calculus review.