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
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SUMMARY OR ABSTRACT
Text of Note
"This 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
TYPE OF ELECTRONIC RESOURCE NOTE
Text of Note
pdf file
TOPICAL NAME USED AS SUBJECT
Entry Element
Computer games
Entry Element
Computer graphics
Entry Element
Computer science
Topical Subdivision
-- Programming
Topical Subdivision
-- Mathematics
a04
a05
a07
LIBRARY OF CONGRESS CLASSIFICATION
Class number
T385
Book number
.
D875
2011
PERSONAL NAME - PRIMARY RESPONSIBILITY
Dunn, Fletcher
PERSONAL NAME - ALTERNATIVE RESPONSIBILITY
Parberry, Ian
ORIGINATING SOURCE
Country
Iran
Agency
University of Tehran. Library of College of Science