3D Math Primer For Graphics and Game Development 1st Edition by Fletcher Dunn, Ian Parberry – Ebook PDF Instant Download/Delivery. 9781284096200 ,1284096203
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Product details:
ISBN 10: 1284096203
ISBN 13: 9781284096200
Author: Fletcher Dunn, Ian Parberry
3D Math Primer For Graphics and Game Development 1st Edition Table of contents:
Chapter 1: Vectors and Vectors in 3D Space
- Introduction to Vectors and Their Properties
- Vector Operations: Addition, Subtraction, Scalar Multiplication
- Dot Product and Cross Product
- Unit Vectors and Normalization
- Vectors in 3D Space
- Applications of Vectors in Game Development
Chapter 2: Matrices and Transformations
- What Are Matrices and Why Are They Important?
- Matrix Operations: Addition, Subtraction, Multiplication
- Identity Matrix and Inverse Matrix
- Transformation Matrices: Scaling, Translation, Rotation
- Homogeneous Coordinates
- 3D Transformations: Modeling, Viewing, and Projection
- Combining Multiple Transformations
- Coordinate Systems and Changing Frames of Reference
Chapter 3: Geometry and 3D Shapes
- Points, Lines, and Planes in 3D
- Representing 3D Objects: Meshes and Polygons
- The Geometry of Solids: Spheres, Cubes, and Prisms
- Parametric Equations for Curves and Surfaces
- Computational Geometry Basics for Game Development
- Collision Detection Using Geometry
- Using Geometry in 3D Rendering
Chapter 4: Rotation and Orientation
- Basic Rotations in 2D and 3D
- Understanding Euler Angles and Gimbal Lock
- Quaternion Representation of Rotation
- Rotating Vectors and Matrices
- Understanding Rotation in Game Engines
- Using Quaternions for Smooth Rotations and Interpolation
- Implementing Rotation in 3D Game Engines
Chapter 5: 3D Camera Systems
- The Role of the Camera in 3D Graphics
- Coordinate Systems for Cameras
- Viewing and Projection Matrices
- The Camera Transformation: Moving, Rotating, Zooming
- Implementing First-Person and Third-Person Cameras
- Understanding the LookAt Matrix
- Field of View, Aspect Ratio, and Near/Far Planes
Chapter 6: Lighting and Shading
- Introduction to Light Sources and Their Properties
- Types of Lights: Ambient, Directional, Point, and Spotlights
- The Dot Product and Its Role in Lighting Calculations
- Phong Shading Model: Ambient, Diffuse, and Specular Components
- Calculating Lighting for 3D Models
- Shadows and Shadow Mapping
- Implementing Lighting Models in Game Engines
Chapter 7: 3D Rendering and Projection
- Perspective Projection vs. Orthographic Projection
- Creating a Projection Matrix
- The Camera-World Relationship
- Field of View and Aspect Ratio
- The Role of Clipping in 3D Graphics
- Pipeline for Rendering a 3D Object
- Rendering Techniques in Real-Time Graphics
Chapter 8: Physics and Motion in 3D
- Introduction to Physics for Games
- Kinematics: Position, Velocity, and Acceleration
- Understanding Newtonian Physics in 3D
- Gravity and Forces in 3D Space
- Rigid Body Motion: Translational and Rotational Motion
- Integrating Physics into a Game Engine
- Simulating Realistic Motion for Game Objects
Chapter 9: Collision Detection and Response
- The Basics of Collision Detection
- Bounding Volumes: Spheres, Boxes, and Capsules
- Axis-Aligned Bounding Boxes (AABB) and Oriented Bounding Boxes (OBB)
- Separating Axis Theorem for Collision Detection
- Collision Response: Elastic and Inelastic Collisions
- Handling Collisions in 3D Game Engines
- Optimizing Collision Detection for Performance
Chapter 10: Advanced Topics in 3D Math
- Curve and Surface Representation: Bezier Curves, NURBS
- Spline Interpolation for Animation
- Rigid Body Dynamics and Constraints
- Fluid Simulations and Particle Systems
- Advanced Lighting Models: Radiosity and Global Illumination
- Real-Time Ray Tracing Basics
- Implementing Advanced Mathematics in Game Development
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