This completely updated second edition illustrates the mathematical concepts that a game programmer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series.
看了100多页,本书将3D几何的知识讲解的非常清楚。书上的知识,覆盖了整个渲染管线各个部分所要用到的数学知识,非常实用。
评分最近一直专注于数学库,于是找了几本图形游戏数学相关的书来翻翻,基本上感觉这本最好,讲得透彻深入,不过难了点,不太适合初学者,看这本书需要点基础才行。 比这本简单的还有《Mathematics for 3D Game Programming and Computer Graphics》,拿这本入门应该比较合...
评分看了100多页,本书将3D几何的知识讲解的非常清楚。书上的知识,覆盖了整个渲染管线各个部分所要用到的数学知识,非常实用。
评分看了100多页,本书将3D几何的知识讲解的非常清楚。书上的知识,覆盖了整个渲染管线各个部分所要用到的数学知识,非常实用。
评分看了100多页,本书将3D几何的知识讲解的非常清楚。书上的知识,覆盖了整个渲染管线各个部分所要用到的数学知识,非常实用。
有点抽象呢...
评分讲得很清楚,读起来舒服。复习了空间几何、线性代数、各种变换和求交、抛物运动……也跳过了不少难点。应该找时间再读。
评分讲得很清楚,读起来舒服。复习了空间几何、线性代数、各种变换和求交、抛物运动……也跳过了不少难点。应该找时间再读。
评分讲得很清楚,读起来舒服。复习了空间几何、线性代数、各种变换和求交、抛物运动……也跳过了不少难点。应该找时间再读。
评分讲得很清楚,读起来舒服。复习了空间几何、线性代数、各种变换和求交、抛物运动……也跳过了不少难点。应该找时间再读。
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