









Listing Price: $49.95
| Binding | : | Hardcover |
| Number of pages | : | 551 |
| Length | : | 9.29 " |
| Width | : | 7.56 " |
| Height | : | 1.42 " |
| Weight | : | 2.6 lbs |
Key Features
* Includes four new chapters: the graphics pipeline, the stencil shadow rendering technique, curves & surfaces, and numerical methods
* Concentrates on key mathematical topics for programming 3D game engines
* Discusses applications in the context of the OpenGL architecture due to its cross-platform nature and long-standing industry acceptance. Sample rendering code is presented using ARB vertex programs and fragment programs
* Selected topics include quaternions, homogeneous coordinates, ray tracing, bump mapping, portal systems, polygonal techniques, shadows, and physics
* Includes exercise sets for use as a textbook
New to This Edition
The following are selected revisions in the second edition:
* A new preliminary chapter that provides a review of the 3D rendering pipeline
* A new chapter containing an advanced discussion of the stencil shadow rendering technique
* A new chapter covering various numerical methods pertinent to 3D graphics programming, including numerical solutions to linear systems, numerical eigenvalue determination, and numerical integration
* A new chapter covering curves and surfaces, including Bézier curves and B-splines
* New discussions of texture filtering, mipmapping, and infinite projection matrices
* Updated lighting method implementations and collision detection techniques
* Additional exercises in all chapters
3D Math Primer for Graphics and Game Development (Wordware Game Math Library)
Real-Time Rendering, Third Edition
Programming Game AI by Example
Mathematics and Physics for Programmers (Game Development Series)
Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach (Wordware Game and Graphics Library)