3D Math Primer for Graphics and Game Development (2nd Ed.)
Auteurs : Dunn Fletcher, Parberry Ian
Cartesian Coordinate Systems. Vectors. Multiple Coordinate Spaces. Introduction to Matrices. Matrices and Linear Transformations. More on Matrices. Polar Coordinate Systems. Rotation in Three Dimensions. Geometric Primitives. Mathematical Topics from 3D Graphics. Mechanics 1: Linear Kinematics and Calculus. Mechanics 2: Linear and Rotational Dynamics. Curves in 3D. Afterword. Appendices. Bibliography. Index.
Fletcher Dunn has been programming video games professionally since 1996. He served as principle programmer at Terminal Reality in Dallas, where he was one of the architects of the Infernal engine and lead programmer on BloodRayne. He was a technical director for the Walt Disney Company at Wideload Games in Chicago, where he was the lead programmer for Disney Guilty Party, which won IGN's Family Game of the Year at E3 2010. He is currently a developer at Valve Software in Bellevue, Washington.
Ian Parberry is a professor in the Department of Computer Science and Engineering at the University of North Texas. Dr. Parberry has more than a quarter century of experience in research and teaching and is nationally known as one of the pioneers of game programming in higher education.
Date de parution : 10-2011
Ouvrage de 824 p.
19.1x23.5 cm
Disponible chez l'éditeur (délai d'approvisionnement : 15 jours).
Prix indicatif 129,87 €
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Spot Light; MIT OpenCourseWare; lemony; Basis Vectors; snicket; Coordinate Space; series; Orthographic Projection; unfortunate; Left Handed Coordinate System; events; Transform Vertex Position; pirates; Texture Mapping Coordinates; penzance; Camera Space; making; Model Space; video; Affine Transformations; games; Matrix Multiplication; 3D computer graphics; Vertex Shader; 3D math primer; Barycentric Coordinates; video game development; Pixel Shader; coordinate-space transformations; Depth Buffer; Cartesian coordinate system; Texture Coords; Clip Plane; View Frustum; Clip Space; Vertex Normals; Backface Culling; Riemann Integral; Gouraud Shading; Polar Coordinates