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Mathematics for 3D Game Programming and Computer Graphics Third Edition Textbook
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結束時間: 2024-06-30 23:41:47
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所在地:Cranberry Township, Pennsylvania, 美國
送達日期:
估計於 9月26日, 四至 9月28日, 六之間送達 運送地點 43230
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物品細節
- 物品狀況
- Brand
- Unbranded
- MPN
- Does not apply
- Subject
- Programming / Games, Computer Graphics, General
- ISBN
- 9781435458864
- Subject Area
- Computers
- Publication Name
- Mathematics for 3d Game Programming and Computer Graphics
- Publisher
- Course Technology
- Item Length
- 9.4 in
- Publication Year
- 2011
- Type
- Textbook
- Format
- Hardcover
- Language
- English
- Item Height
- 1 in
- Features
- Revised
- Item Weight
- 36.1 Oz
- Item Width
- 7.6 in
- Number of Pages
- 624 Pages
關於產品
Product Identifiers
Publisher
Course Technology
ISBN-10
1435458869
ISBN-13
9781435458864
eBay Product ID (ePID)
99637158
Product Key Features
Number of Pages
624 Pages
Language
English
Publication Name
Mathematics for 3d Game Programming and Computer Graphics
Subject
Programming / Games, Computer Graphics, General
Publication Year
2011
Features
Revised
Type
Textbook
Subject Area
Computers
Format
Hardcover
Dimensions
Item Height
1 in
Item Weight
36.1 Oz
Item Length
9.4 in
Item Width
7.6 in
Additional Product Features
Edition Number
3
Intended Audience
Scholarly & Professional
LCCN
2011-924487
Reviews
Preface.1. The Rendering Pipeline.2. Vectors.3. Matrices.4. Transforms.5. 3D Engine Geometry.6. Ray Tracing.7. Illumination.8. Visibility Determination.9. Collision Detection.10. Polygonal Techniques.11. Shadows.12. Linear Physics.13. Rotational Physics.14. Fluid Simulation.15. Numerical Methods.16. Curves and Surfaces.Appendix A: Complex Numbers.Appendix B: Trigonometry Reference.Appendix C: Coordinate Systems.Appendix D: Taylor Series.Appendix E: Answers to Exercises.
Dewey Edition
23
Illustrated
Yes
Dewey Decimal
794.8/1526
Table Of Content
Preface. 1. The Rendering Pipeline. 2. Vectors. 3. Matrices. 4. Transforms. 5. 3D Engine Geometry. 6. Ray Tracing. 7. Illumination. 8. Visibility Determination. 9. Collision Detection. 10. Polygonal Techniques. 11. Shadows. 12. Linear Physics. 13. Rotational Physics. 14. Fluid Simulation. 15. Numerical Methods. 16. Curves and Surfaces. Appendix A: Complex Numbers. Appendix B: Trigonometry Reference. Appendix C: Coordinate Systems. Appendix D: Taylor Series. Appendix E: Answers to Exercises.
Edition Description
Revised edition
Synopsis
Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus. Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book's companion website provides sample code illustrating the mathematical and physics topics discussed in the book.
LC Classification Number
QA76.76.C672
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