Verth - Essential Mathematics for Games and Interactive Applications 2e (Morgan, 2008).pdf

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This excellent volume is unique in that it covers not only the basic techniques of computer
graphics and game development, but also provides a thorough and rigorous—yet very readable—
treatment of the underlying mathematics. Fledgling graphics and games developers will find it
a valuable introduction; experienced developers will find it an invaluable reference. Everything
is here, from the detailed numeric issues of IEEE floating point notation, to the correct way to
use quaternions and spherical linear interpolation to represent orientation, to the mathematics
of collision detection and rigid-body dynamics.
—David Luebke, University of Virginia,
co-author of Level of Detail for 3D Graphics
When it comes to software development for games or virtual reality, you cannot escape the math-
ematics. The best performance comes not from superfast processors and terabytes of memory,
but from well-chosen algorithms. With this in mind, the techniques most useful for developing
production-quality computer graphics for Hollywood blockbusters are not the best choice for
interactive applications. When rendering times are measured in milliseconds rather than hours,
you need an entirely different perspective.
Essential Mathematics for Games and Interactive Applications provides this perspective.
While the mathematics are rigorous and perhaps challenging at times, Van Verth and Bishop
provide the context for understanding the algorithms and data structures needed to bring games
and VR applications to life. This may not be the only book you will ever need for games and VR
software development, but it will certainly provide an excellent framework for developing robust
and fast applications.
—Ian Ashdown, President, ByHeart Consultants Limited
With Essential Mathematics for Games and Interactive Applications, Van Verth and Bishop have
provided invaluable assistance for professional game developers looking to shore up weaknesses
in their mathematical training. Even if you never intend to write a renderer or tune a physics
engine, this book provides the mathematical and conceptual grounding needed to understand
many of the key concepts in rendering, simulation, and animation.
—Dave Weinstein, Microsoft, Red Storm Entertainment
Geometry, trigonometry, linear algebra, and calculus are all essential tools for 3D graphics. Math-
ematics courses in these subjects cover too much ground, while at the same time glossing over the
bread-and-butter essentials for 3D graphics programmers. In Essential Mathematics for Games
and Interactive Applications, Van Verth and Bishop bring just the right level of mathematics out
of the trenches of professional game development. This book provides an accessible and solid
mathematical foundation for interactive graphics programmers. If you are working in the area
of 3D games, this book is a “must have.”
—Jonathan Cohen, Department of Computer Science,
Johns Hopkins University,
co-author of Level of Detail for 3D Graphics
It’s the book with all the math you need for games.
—Neil Kirby, Bell Labs
As games become ever more sophisticated, mathematics and technical programming skills
become increasingly important to have in your toolbox. Essential Math provides a solid foun-
dation in many critical areas. You will find many topics covered in detail: from linear algebra
to calculus, from physics to rasterization. Some of this will be review material, but you will
undoubtedly learn something new and, most importantly, something useful.
—Erin Catto, Blizzard Entertainment
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Essential Mathematics
Interactive Applications
A Programmer’s Guide
Second Edition
for Games and
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