Rabu, 31 Desember 2014

[A770.Ebook] Download Essential Mathematics for Games and Interactive Applications, Third Edition, by James M. Van Verth, Lars M. Bishop

Download Essential Mathematics for Games and Interactive Applications, Third Edition, by James M. Van Verth, Lars M. Bishop

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Essential Mathematics for Games and Interactive Applications, Third Edition, by James M. Van Verth, Lars M. Bishop

Essential Mathematics for Games and Interactive Applications, Third Edition, by James M. Van Verth, Lars M. Bishop



Essential Mathematics for Games and Interactive Applications, Third Edition, by James M. Van Verth, Lars M. Bishop

Download Essential Mathematics for Games and Interactive Applications, Third Edition, by James M. Van Verth, Lars M. Bishop

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Essential Mathematics for Games and Interactive Applications, Third Edition, by James M. Van Verth, Lars M. Bishop

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.

An Introduction to Creating Real and Active Virtual Worlds
This updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays.

Web Resource
A supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors’ GDC tutorials.

  • Sales Rank: #326352 in Books
  • Published on: 2015-08-26
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.30" h x 1.30" w x 7.60" l, 2.72 pounds
  • Binding: Hardcover
  • 624 pages

Review

Praise for Previous Editions:
"It’s the book with all the math you need for games."
―Neil Kirby, Researcher, Alcatel-Lucent

"Even though I’ve worked with these systems for years, this book showed me new ways of looking at several topics that make them easier to remember and use. For someone new to 3D programming, it is extremely useful―it gives them a solid background in pretty much every area they need to understand."
―Peter Lipson, Toys for Bob, Inc.

About the Author

James M. Van Verth is a software engineer at Google, where he works on GPU support for the Skia 2D Graphics Library. He has worked for Insomniac Games, NVIDIA, and Red Storm Entertainment and, for the past 17 years, he has been a regular speaker at GDC, teaching the tutorials "Math for Game Programmers" and "Physics for Game Programmers." He received a BA in math/computer science from Dartmouth College, an MS in computer science from the State University of New York at Buffalo, and an MS in computer science from the University of North Carolina at Chapel Hill.

Lars M. Bishop is an engineer in the Handheld Developer Technologies group at NVIDIA. Prior to joining NVIDIA, he was the chief technology officer at Numerical Design Limited, leading the development of the Gamebryo3D cross-platform game engine. He received a BS in math/computer science from Brown University and an MS in computer science from the University of North Carolina at Chapel Hill.

Most helpful customer reviews

2 of 2 people found the following review helpful.
Just the best reference on the domain.
By Tuan Kuranes
It's just plain GOLD: Best Math Book Ever for Programming, making it the best reference on the domain.

All the math you'll ever need in 3D and Games Programming will be explained clearly, along with the best solution of the domains, with pro/cons each time.
And Associated web site full of very very interesting links, along with demo/source code : http://www.essentialmath.com/

I just refer to it any junior programmer lost as the "math compass" when I see them googling all day long trying to figure the maths behind 3D/game programming. Sometimes they get correct result, often not understanding what they copy/past, but it's rarely the best/good anwser each time, with all reference and explanations... I really wish it to be mandatory to read that when they were students...

0 of 0 people found the following review helpful.
Amazing book but not perfect, one thing missing
By Ali Hashime
This book is truly amazing, it covers everything in such detail that you can write your own graphics api by the end of it , seriously one of the best programming books ever written!!!!! Such precision such formality such details , there is only one thing that is missing and that is exercises to test your knowledge at the end of each chapter

0 of 0 people found the following review helpful.
Radical
By robert alfred janssen iii
Radical

See all 4 customer reviews...

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