02924oam 2200697I 450 991078145090332120230530185916.01-4987-5989-00-429-19092-11-4398-6981-210.1201/b11152(CKB)2550000000064879(EBL)800971(OCoLC)762689262(SSID)ssj0000533625(PQKBManifestationID)11317565(PQKBTitleCode)TC0000533625(PQKBWorkID)10490492(PQKB)10358610(Au-PeEL)EBL800971(CaPaEBR)ebr10511336(CaONFJC)MIL692729(Au-PeEL)EBL4002927(CaSebORM)9781439869819(MiAaPQ)EBC800971(EXLCZ)99255000000006487920180331d2011 uy 0engur|n|---|||||txtccr3D math primer for graphics and game development /Fletcher Dunn, Ian Parberry2nd ed.Boca Raton, Fla. :CRC Press,2011.1 online resource (830 p.)An A.K. Peters book.1-4665-3883-X 1-322-61447-4 1-56881-723-1 Includes bibliographical references.Front Cover; Dedication; Contents; Acknowledgments; Introduction; 1. Cartesian Coordinate Systems; 2. Vectors; 3. Multiple Coordinate Spaces; 4. Introduction to Matrices; 5. Matrices and Linear Transformations; 6. More on Matrices; 7. Polar Coordinate Systems; 8. Rotation in Three Dimensions; 9. Geometric Primitives; 10. Mathematical Topics from 3D Graphics; 11. Mechanics 1: Linear Kinematics and Calculus; 12. Mechanics 2: Linear and Rotational Dynamics; 13. Curves in 3D; 14. Afterword; A. Geometric Tests; B. Answers to the Exercises; BibliographyThis book presents the essential math needed to describe, simulate, and render a 3D world. It provides an introduction to mathematics for game designers, including fundamentals of coordinate spaces, vectors, and matrices, orientation in three dimensions, introduction to calculus and dynamics, graphics, and parametric curves--Provided by publisher.Three-D math primer for graphics and game developmentComputer graphicsVideo gamesProgrammingComputer scienceMathematicsComputer graphics.Video gamesProgramming.Computer scienceMathematics.006.6COM012040bisacshDunn Fletcher.624120Parberry Ian62550MiAaPQMiAaPQMiAaPQBOOK99107814509033213D math primer for graphics and game development1462351UNINA