This resource illustrates the mathematics that a game programmer would need to develop a professional-quality 3D engine. The book starts at a fairly basic level in each of several areas such as vector geometry, modern algebra, and physics, and then progresses to somewhat more advanced topics. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure "gaps" in the theory. The book discusses applications in the context of the OpenGL architecture. It assumes basic understanding of matrix algebra, trigonometry, and calculus, and concentrates on key math topics for programming game engines and computer graphics. Included are exercise sets which should allow the book to be used as a textbook. The book discusses applications in the context of the OpenGL architecture due to its cross-platform nature with references to certain 3D hardware such as the GeForce from Nvidia and the Radeon from ATI Presents mathematical theory and subsequently provides examples using practical applications.
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Vendeur : Zoom Books Company, Lynden, WA, Etats-Unis
Etat : very_good. Book is in very good condition and may include minimal underlining highlighting. The book can also include "From the library of" labels. May not contain miscellaneous items toys, dvds, etc. . We offer 100% money back guarantee and 24 7 customer service. N° de réf. du vendeur ZBV.1584500379.VG
Quantité disponible : 1 disponible(s)
Vendeur : Goodwill Southern California, Los Angeles, CA, Etats-Unis
Etat : good. Hardcover Book. N° de réf. du vendeur LACV.1584500379.G
Quantité disponible : 1 disponible(s)
Vendeur : HPB-Red, Dallas, TX, Etats-Unis
Hardcover. Etat : Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority! N° de réf. du vendeur S_460306916
Quantité disponible : 1 disponible(s)
Vendeur : Better World Books, Mishawaka, IN, Etats-Unis
Etat : Good. Pages intact with minimal writing/highlighting. The binding may be loose and creased. Dust jackets/supplements are not included. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good. N° de réf. du vendeur 1482809-6
Quantité disponible : 1 disponible(s)
Vendeur : Better World Books: West, Reno, NV, Etats-Unis
Etat : Very Good. Pages intact with possible writing/highlighting. Binding strong with minor wear. Dust jackets/supplements may not be included. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good. N° de réf. du vendeur 9517545-75
Quantité disponible : 1 disponible(s)
Vendeur : GridFreed, San Diego, CA, Etats-Unis
hardcover. Etat : New. In shrink wrap. Looks like an interesting title! N° de réf. du vendeur 100-29989
Quantité disponible : 1 disponible(s)
Vendeur : Hamelyn, Madrid, M, Espagne
Etat : Bueno. : Este libro ilustra los conceptos matemáticos que un desarrollador de juegos necesitaría para desarrollar un motor 3D de calidad profesional. Aunque el libro está orientado a aplicaciones en el desarrollo de juegos, muchos de los temas atraen a intereses generales en gráficos 3D. Comienza en un nivel bastante básico en áreas como la geometría vectorial y el álgebra lineal, y luego avanza a temas más avanzados en 3D. EAN: 9781584500377 Tipo: Libros Categoría: Tecnología Título: Mathematics for 3D Game Programming and Computer Graphics Autor: Eric Lengyel Editorial: Charles River Media Idioma: en Páginas: 382 Formato: tapa dura. N° de réf. du vendeur Happ-2026-01-22-809f991b
Quantité disponible : 1 disponible(s)
Vendeur : GoldBooks, Denver, CO, Etats-Unis
Hardcover. Etat : new. New Copy. Customer Service Guaranteed. N° de réf. du vendeur 68N89_18_1584500379
Quantité disponible : 1 disponible(s)
Vendeur : WorldofBooks, Goring-By-Sea, WS, Royaume-Uni
Paperback. Etat : Very Good. This resource illustrates the mathematics that a game programmer would need to develop a professional-quality 3D engine. The book starts at a fairly basic level in each of several areas such as vector geometry, modern algebra, and physics, and then progresses to somewhat more advanced topics. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure "gaps" in the theory. The book discusses applications in the context of the OpenGL architecture. It assumes basic understanding of matrix algebra, trigonometry, and calculus, and concentrates on key math topics for programming game engines and computer graphics. Included are exercise sets which should allow the book to be used as a textbook. The book discusses applications in the context of the OpenGL architecture due to its cross-platform nature with references to certain 3D hardware such as the GeForce from Nvidia and the Radeon from ATI Presents mathematical theory and subsequently provides examples using practical applications. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged. N° de réf. du vendeur GOR003083280
Quantité disponible : 2 disponible(s)
Vendeur : BennettBooksLtd, Los Angeles, CA, Etats-Unis
hardcover. Etat : New. In shrink wrap. Looks like an interesting title! N° de réf. du vendeur Q-1584500379
Quantité disponible : 1 disponible(s)