Essential Mathematics for Games and Inte - Verth_ James M. van.pdf

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This excellent volume is unique in that it covers not only the basic techniques of com-
puter 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 lin-
ear 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 mathematics. The best performance comes not from superfast proces-
sors 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 per-
spective. While the mathematics are rigorous and perhaps challenging at times, Van
Verth and Bishop provide the context for understanding the algorithms and data struc-
tures 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. Mathematics courses in these subjects cover too much ground, while at
the same time glossing over the bread-and-butter essentials for 3D graphics program-
mers. 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 founda-
tion 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
Essential Mathematics
Interactive Applications
A Programmer’s Guide
for Games and
The Morgan Kaufmann Series in
Interactive 3D Technology
Series Editor: David H. Eberly, Magic Software, Inc.
The game industry is a powerful and driving force in the evolution of computer
technology. As the capabilities of personal computers, peripheral hardware,
and game consoles have grown, so has the demand for quality information
about the algorithms, tools, and descriptions needed to take advantage of this
new technology. We plan to satisfy this demand and establish a new level
of professional reference for the game developer with the Morgan Kaufmann
Series in Interactive 3D Technology . Books in the series are written for devel-
opers by leading industry professionals and academic researchers, and cover
the state of the art in real-time 3D. The series emphasizes practical, work-
ing solutions and solid software-engineering principles. The goal is for the
developer to be able to implement real systems from the fundamental ideas,
whether it be for games or for other applications.
Essential Mathematics for Games and Interactive Applications:
A Programmer’s Guide
James M. Van Verth and Lars M. Bishop
Game Physics
David H. Eberly
Collision Detection in Interactive 3D Environments
Gino van den Bergen
3D Game Engine Design:
A Practical Approach to Real-Time Computer Graphics
David H. Eberly
Forthcoming
Physically Based Rendering
Matt Pharr and Greg Humphreys
Real-Time Collision Detection
Christer Ericson
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