Essential mathematics for games and interactive applications James M. Van Verth, Lars M. Bishop
Material type: TextPublication details: Boca Raton : CRC Press, Taylor & Francis Group, c2016.Edition: 3rd edDescription: xxxi, 585 p. : ill. ; 25 cmISBN:- 9781482250923
- 794.81526 VA ES
Item type | Current library | Call number | Status | Date due | Barcode | |
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REGULAR | University of Wollongong in Dubai Main Collection | 794.81526 VA ES (Browse shelf(Opens below)) | Available | T0059140 | ||
REGULAR | University of Wollongong in Dubai Main Collection | 794.81526 VA ES (Browse shelf(Opens below)) | Available | T0059141 |
Browsing University of Wollongong in Dubai shelves, Shelving location: Main Collection Close shelf browser (Hides shelf browser)
794.81526 TA GA Game development and simulation with unreal technology | 794.81526 TA GA Game development and simulation with unreal technology | 794.81526 VA ES Essential mathematics for games and interactive applications | 794.81526 VA ES Essential mathematics for games and interactive applications | 794.81526 WE JT J2ME game programming / | 794.815262 AD PR Programming role playing games : | 794.815268 CR IP iPhone game development for teens / |
Includes bibliographical references and index.
Expert Guidance on the Math Needed for 3D Game Programming
Developed from the authors’ popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.
New to the Third 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.
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.
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