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.
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.
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.
Representing Real Numbers
IEEE 754 Floating-Point Standard
Real-World Floating Point
Vectors and Points
Polygons and Triangles
Linear Transformations and Matrices
Systems of Linear Equations
Eigenvalues and Eigenvectors
Standard Affine Transformations
Using Affine Transformations
Interpolation of Position
Interpolation of Orientation
Controlling Speed along a Curve
Viewing and Projection
View Frame and View Transformation
Culling and Clipping
Management of Viewing Transformations
Geometry and Programmable Shading
Points and Vertices
Basic Coloring Methods
The Steps of Texturing
Limitations of Static Shading
Basics of Light Approximation
Types of Light Sources
Surface Materials and Light Interaction
Lighting and Shading
Textures and Lighting
Displays and Framebuffers
Conceptual Rasterization Pipeline
Determining the Fragments: Pixels Covered by a Triangle
Determining Visible Geometry
Computing Fragment Shader Inputs
From Fragments to Pixels
Random Number Generators
Closest Point and Distance Tests
A Simple Collision System