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نویسندهالهام‌گیری

Mathematics for 3D Game Programming and Computer Graphics, Second Edition (Game Development Series)

Eric (Eric Lengyel) Lengyel

قیمت نهایی

۴۴٬۰۰۰ تومان۴۹٬۰۰۰ تومان۱۰٪ تخفیف
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تحویل فوری
پرداخت امن
ضمانت فایل
پشتیبانی

مشخصات کتاب

سال انتشار
۲۰۰۳
فرمت
PDF
زبان
انگلیسی
حجم فایل
۱۶٫۱ مگابایت
شابک
9781584502777، 1584502770

دربارهٔ کتاب

This completely updated second edition illustrates the mathematical concepts that a game programmer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series.

Mathematics for 3D Game Programming and Computer Graphics, Second Edition illustrates all the mathematical techniques that software engineers, graphics programmers, and game programmers need to develop a professional-quality 3D engine, and has been completely updated to cover all the recent advancements in 3D graphics technology. In addition to providing all new information on illumination, collision detection, polygonal techniques, and much more, there are four completely new chapters covering the rendering pipeline, shadows, numerical methods, and curves and surfaces. Each chapter includes completely new summaries and exercise sets for additional practice, or for use as a textbook. The book assumes a working knowledge of calculus, trigonometry, and how to use 3D graphics libraries.

KEY FEATURES
       Concentrates on key mathematical topics for programming 3D game engines
       Includes four completely new chapters on the rendering pipeline, shadows, numerical methods, and curves and surfaces
       Contains updated information on illumination, collision detection, and polygonal techniques, with new discussions
        on bilinear and trilinear texture filtering, infinite projection matrices, and much more
       Includes exercise sets for use as a textbook

Illustrating all the mathematical techniques that software engineers, graphics programmers and game programmers should need to develop a professional-quality 3D engine, this text has been updated to cover advancements in 3D graphics technology up to the end of 2003.

قیمت نهایی

۴۴٬۰۰۰ تومان