logo

EbookBell.com

Most ebook files are in PDF format, so you can easily read them using various software such as Foxit Reader or directly on the Google Chrome browser.
Some ebook files are released by publishers in other formats such as .awz, .mobi, .epub, .fb2, etc. You may need to install specific software to read these formats on mobile/PC, such as Calibre.

Please read the tutorial at this link:  https://ebookbell.com/faq 


We offer FREE conversion to the popular formats you request; however, this may take some time. Therefore, right after payment, please email us, and we will try to provide the service as quickly as possible.


For some exceptional file formats or broken links (if any), please refrain from opening any disputes. Instead, email us first, and we will try to assist within a maximum of 6 hours.

EbookBell Team

3d Math Primer For Graphics And Game Development 2nd Edition Fletcher Dunn Dunn

  • SKU: BELL-7259254
3d Math Primer For Graphics And Game Development 2nd Edition Fletcher Dunn Dunn
$ 31.00 $ 45.00 (-31%)

4.7

36 reviews

3d Math Primer For Graphics And Game Development 2nd Edition Fletcher Dunn Dunn instant download after payment.

Publisher: A K Peters/CRC Press
File Extension: EPUB
File size: 15.39 MB
Author: Fletcher Dunn [Dunn, Fletcher]
ISBN: 9782860003131, 2860003134
Language: English
Year: 2011

Product desciption

3d Math Primer For Graphics And Game Development 2nd Edition Fletcher Dunn Dunn by Fletcher Dunn [dunn, Fletcher] 9782860003131, 2860003134 instant download after payment.

This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.


**

Review

"With solid theory and references, along with practical advice borne from decades of experience, all presented in an informal and demystifying style, Dunn & Parberry provide an accessible and useful approach to the key mathematical operations needed in 3D computer graphics."
—Eric Haines, author of *Real-Time Rendering


"The book describes the mathematics involved in game development in a very clear and easy to understand way, layered on the practical background of years of game engine programming experience."
—Wolfgang Engel, editor of
GPU Pro*


About the Author

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.

Related Products