3D Math Primer for Graphics and Game Development, 2nd Edition

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Author: Fletcher Dunn,Ian Parberry

Publisher: CRC Press

ISBN: 1568817231

Category: Computers

Page: 846

View: 8057

This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.

3D Math Primer for Graphics and Game Development

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Author: Fletcher Dunn,Ian Parberry

Publisher: Jones & Bartlett Publishers

ISBN: 1449612717

Category: Computers

Page: 429

View: 4216

3D Math Primer for Graphics and Game Development covers fundamental 3D math concepts that are especially useful for computer game developers and programmers. The authors discuss the mathematical theory in detail and then provide the geometric interpretation necessary to make 3D math intuitive. Working C++ classes illustrate how to put the techniques into practice, and exercises at the end of each chapter help reinforce the concepts.This book explains basic concepts such as vectors, coordinate spaces, matrices, transformations, Euler angles, homogenous coordinates, geometric primitives, intersection tests, and triangle meshes. It discusses orientation in 3D, including thorough coverage of quaternions and a comparison of the advantages and disadvantages of different representation techniques. The text describes working C++ classes for mathematical and geometric entities and several different matrix classes, each tailored to specific geometric tasks. Also included are complete derivations for all the primitive transformation matrices.

Vector Game Math Processors

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Author: James C. Leiterman

Publisher: Republic of Texas Press

ISBN: N.A

Category: Computers

Page: 504

View: 3147

Explains vector-based programming using the X86, PowerPC, and MIPS processors and discusses how to write programs for both video games and scientific applications.

Mathematics for Computer Graphics Applications

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Author: Michael E. Mortenson

Publisher: Industrial Press Inc.

ISBN: 9780831131111

Category: Computers

Page: 354

View: 3591

This completely revised Second Edition of "Computer Graphics" includes valuable information on major organizational changes within the last few years. This edition brings to the fore the basic mathematical tools of computer graphics, including vectors, matrices, and transformations. Additionally, it provides a strong, comprehensive base in exploring math, computer science, physics, engineering, and in special subjects such as algebraic and computational geometry, geometric modeling, and CAD/CAM. A highly diversified book that can be utilized as a primary textbook, supplemental teaching resource, individual tutorial, or key reference text. Includes new chapters on symmetry, limit and continuity, constructive solid geometry, and the Bezier curve. Provides many new figures and exercises. Contains an annotated suggested reading list with exercises and answers in each chapter. Appeals to both academics and professionals. Offers a new solutions manual for instructors.

OpenGL Superbible

Comprehensive Tutorial and Reference

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Author: Richard S. Wright,Benjamin Lipchak,Nicholas Haemel

Publisher: Addison-Wesley Professional

ISBN: N.A

Category: Computers

Page: 1205

View: 1543

The comprehensive, hands-on guide to OpenGL is now fully updated for OpenGL 2.1, and is now part of the official OpenGL series from AW.

Beginning 3D Game Programming

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Author: Tom Miller

Publisher: Sams Publishing

ISBN: N.A

Category: Computers

Page: 418

View: 2747

Uses Microsoft's standard 3D programming libraries to make 3D game development easier for the beginning game programmer, and includes three fully functioning 3D games along with the complete source code. Original. (Intermediate)

Tricks of the Windows Game Programming Gurus

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Author: André LaMothe

Publisher: Sams Publishing

ISBN: 9780672323690

Category: Computers

Page: 1063

View: 7370

Annotation World-renowned game wizard Andre Lamothe up20020701s his best-selling book for the current versions of Windows and DirectX! Andre Lamothe is the most recognizable name in game programming, with several best-sellers over the past ten years. DirectX 7a (for 2D) and 8 (for 3D) provide important new features for game programmers. The game programming fundamentals presented in this book--from physics to artificial intelligence--are required knowledge. The first edition of Tricks of the Windows Game Programming Gurus promised to be, simply, the most advanced game programming book ever written. Lamothe lived up to that promise and provides even more impressive coverage of game modeling and physics, programming logic, and artificial intelligence in this revised edition. Along with the fundamentals of game programming, Lamothe presents the Windows and DirectX coverage necessary to build the amazing 2D and 3D games that have made him the worlds best-selling game programming author. Andre Lamothes book, Tricks of the Game Programming Gurus was a seminal work for game programmers worldwide. In The Black Art of 3D Game Programming, Andre created to the first significant work on 3D games. His writing and teaching style are recognized by game programmers world-wide. Andre is the CEO of Xtreme Games and holds advanced degrees in Mathematics, computer science, and electrical engineering.

Writers Directory 2010 V1 A-L

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Author: N.A

Publisher: N.A

ISBN: 9781558626003

Category: Language Arts & Disciplines

Page: N.A

View: 7312

Features bibliographical, biographical and contact information for living authors worldwide who have at least one English publication. Entries include name, pseudonyms, addresses, citizenship, birth date, specialization, career information and a bibliography.

Real-Time 3D Rendering with DirectX and HLSL

A Practical Guide to Graphics Programming

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Author: Paul Varcholik

Publisher: Addison-Wesley Professional

ISBN: 0133570118

Category: Computers

Page: 592

View: 5426

Get Started Quickly with DirectX 3D Programming: No 3D Experience Needed This step-by-step text demystifies modern graphics programming so you can quickly start writing professional code with DirectX and HLSL. Expert graphics instructor Paul Varcholik starts with the basics: a tour of the Direct3D graphics pipeline, a 3D math primer, and an introduction to the best tools and support libraries. Next, you’ll discover shader authoring with HLSL. You’ll implement basic lighting models, including ambient lighting, diffuse lighting, and specular highlighting. You’ll write shaders to support point lights, spotlights, environment mapping, fog, color blending, normal mapping, and more. Then you’ll employ C++ and the Direct3D API to develop a robust, extensible rendering engine. You’ll learn about virtual cameras, loading and rendering 3D models, mouse and keyboard input, and you’ll create a flexible effect and material system to integrate your shaders. Finally, you’ll extend your graphics knowledge with more advanced material, including post-processing techniques for color filtering, Gaussian blurring, bloom, and distortion mapping. You’ll develop shaders for casting shadows, work with geometry and tessellation shaders, and implement a complete skeletal animation system for importing and rendering animated models. You don’t need any experience with 3D graphics or the associated math: Everything’s taught hands-on, and all graphics-specific code is fully explained. Coverage includes • The Direct3D API and graphics pipeline • A 3D math primer: vectors, matrices, coordinate systems, transformations, and the DirectX Math library • Free and low-cost tools for authoring, debugging, and profiling shaders • Extensive treatment of HLSL shader authoring • Development of a C++ rendering engine • Cameras, 3D models, materials, and lighting • Post-processing effects • Device input, component-based architecture, and software services • Shadow mapping, depth maps, and projective texture mapping • Skeletal animation • Geometry and tessellation shaders • Survey of rendering optimization, global illumination, compute shaders, deferred shading, and data-driven engine architecture