Home    General Programming    Artificial Intelligence    Math    Physics    Graphics    Networking    Audio Programming   
Audio/Visual Design    Game Design    Production    Business of Games    Game Studies    Conferences    Schools    Contact   
Home
General Programming
Artificial Intelligence
Mathematics
Physics
Graphics
Networking
Audio Programming
Audio/Visual Design
Game Design
Production
Business of Games
Game Studies
Conferences
Schools
Contact
Game Programming Gems
Game Programming Gems 2
Game Programming Gems 3
Game Programming Gems 4
Game Programming Gems 5
Game Programming Gems 6
Game Programming Gems 7
AI Game Programming Wisdom
AI Game Programming Wisdom 2
AI Game Programming Wisdom 3
AI Game Programming Wisdom 4
GPU Gems
GPU Gems 2
GPU Gems 3
ShaderX
ShaderX2
ShaderX3
ShaderX4
ShaderX5
Massively Multiplayer Game Development
Massively Multiplayer Game Development 2
Secrets of the Game Business
Introduction to Game Development
GDC Proceedings
Game Developer Magazine
Gamasutra


Mathematics for 3D Game Programming and Computer Graphics, Third Edition

Eric Lengyel.

Survey of Lowest Known Online Prices
$40.19 (43% off) Amazon.com Note: free shipping
$69.99 (0% off) BarnesAndNoble.com


Chapter 0: The Rendering Pipeline

  • Graphics Processors
  • Vertex Transformation
  • Rasterization and Fragment Operations

    Chapter 1: Vectors
  • Vector Properties
  • Dot Products
  • Cross Products
  • Vector Spaces

    Chapter 2: Matrices
  • Matrix Properties
  • Linear Systems
  • Matrix Inverses
  • Determinants
  • Eigenvalues and Eigenvectors
  • Diagonalization

    Chapter 3: Transforms
  • Linear Transformations
  • Scaling Transforms
  • Rotation Transforms
  • Homogeneous Coordinates
  • Transforming Normal Vectors
  • Quaternions

    Chapter 4: 3D Engine Geometry
  • Lines in 3D Space
  • Planes in 3D Space
  • The View Frustum
  • Perspective-Correct Interpolation
  • Projections

    Chapter 5: Ray Tracing
  • Root Finding
  • Surface Intersections
  • Normal Vector Calculation
  • Reflection and Refraction Vectors

    Chapter 6: Illumination
  • RGB Color
  • Light Sources
  • Diffuse Lighting
  • Texture Mapping
  • Specular Lighting
  • Emission
  • Shading
  • Bump Mapping
  • A Physical Reflection Model

    Chapter 7: Visibility Determination
  • Bounding Volume Construction
  • Bounding Volume Tests
  • Spatial Partitioning
  • Portal Systems

    Chapter 8: Collision Detection
  • Plane Collisions
  • General Sphere Collisions
  • Sliding
  • Collision of Two Spheres

    Chapter 9: Polygonal Techniques
  • Depth Value Offset
  • Decal Application
  • Billboarding
  • Polygon Reduction
  • T-Junction Elimination
  • Triangulation

    Chapter 10: Shadows
  • Algorithm Overview
  • Infinite View Frustums
  • Silhouette Determination
  • Shadow Volume Construction
  • Determining Cap Necessity
  • Rendering Shadow Volumes
  • Scissor Optimization

    Chapter 11: Linear Physics
  • Position Functions
  • Second-Order Differential Equations
  • Projectile Motion
  • Resisted Motion
  • Friction

    Chapter 12: Rotational Physics
  • Rotating Environments
  • Rigid Body Motion
  • Oscillatory Motion

    Chapter 13: Fluid Simulation
  • The Wave Equation
  • Approximating Derivatives
  • Evaluating Surface Displacement
  • Implementation

    Chapter 14: Numerical Methods
  • Linear Systems
  • Eigenvalues and Eigenvectors
  • Ordinary Differential Equations

    Chapter 15: Curves and Surfaces
  • Cubic Curves
  • Hermite Curves
  • Bézier Curves
  • Catmull-Rom Splines
  • Cubic Splines
  • B-Splines
  • Bicubic Surfaces
  • Curvature and Torsion

    Appendix A: Complex Numbers
  • Definition
  • Addition and Multiplication
  • Conjugates and Inverses
  • The Euler Formula

    Appendix B: Trigonometry Reference
  • Function Definitions
  • Symmetry and Phase Shifts
  • Pythagorean Identities
  • Exponential Identities
  • Inverse Functions
  • Laws of Sines and Cosines

    Appendix C: Coordinate Systems
  • Cartesian Coordinates
  • Cylindrical Coordinates
  • Spherical Coordinates
  • Generalized Coordinates

    Appendix D: Taylor Series
  • Derivation
  • Power Series
  • The Euler Formula

  • 37% off discount
    "AI techniques from commercial games"
    AI Game
    Programming
    Wisdom 3



    "Cutting-edge graphics techniques"
    GPU Pro 3

    Mechanical
    Stealth BLANK Keys
    Das Keyboard
    $133 at Amazon.com
    Show everyone you're a BAD ASS!
    Bad Ass
    Unique Abyss LED Watch
    Abyss LED Touchscreen Watch
    TOTALLY BLACK CENTER

    See how it works
    On sale 40% off
    Cool Camping Gear
    Camping Birthday Party
    Steampunk Gadgets
    Steampunk Decor
    Gifts for Teenage Girls
    Teenage Girl Bedroom Ideas


    Home