or
Sign in to turn on 1-Click ordering.
or
Amazon Prime free trial required. Sign up when you check out. Learn more
More Buying Choices
Have one to sell? Sell yours here
or
Get a £14.25 Amazon.co.uk Gift Card
Essential Mathematics for Games and Interactive Applications,: A Programmer's Guide
 
 
Tell the Publisher!
I’d like to read this book on Kindle

Don't have a Kindle? Get your Kindle here, or download a FREE Kindle Reading App.

Essential Mathematics for Games and Interactive Applications,: A Programmer's Guide [Hardcover]

James M. Van Verth
5.0 out of 5 stars  See all reviews (2 customer reviews)
RRP: £34.99
Price: £30.79 & this item Delivered FREE in the UK with Super Saver Delivery. See details and conditions
You Save: £4.20 (12%)
o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o
In stock.
Dispatched from and sold by Amazon.co.uk. Gift-wrap available.
Only 7 left in stock--order soon (more on the way).
Want guaranteed delivery by Thursday, May 31? Choose Express delivery at checkout. See Details

Formats

Amazon Price New from Used from
Hardcover £30.79  
Trade In this Item for up to £14.25
Get an extra £5 when you trade in books worth £10 or more until June 30, 2012. Trade in Essential Mathematics for Games and Interactive Applications,: A Programmer's Guide for an Amazon.co.uk gift card of up to £14.25, which you can then spend on millions of items across the site. Trade-in values may vary (terms apply). Find more products eligible for trade-in.

Frequently Bought Together

Essential Mathematics for Games and Interactive Applications,: A Programmer's Guide + Game Engine Architecture + Game Coding Complete, 3rd
Price For All Three: £105.49

Show availability and delivery details

Buy the selected items together
  • In stock.
    Dispatched from and sold by Amazon.co.uk.
    This item Delivered FREE in the UK with Super Saver Delivery. See details and conditions

  • Game Engine Architecture £38.71

    In stock.
    Dispatched from and sold by Amazon.co.uk.
    This item Delivered FREE in the UK with Super Saver Delivery. See details and conditions

  • Game Coding Complete, 3rd £35.99

    In stock.
    Dispatched from and sold by Amazon.co.uk.
    This item Delivered FREE in the UK with Super Saver Delivery. See details and conditions



Product details

  • Hardcover: 250 pages
  • Publisher: Morgan Kaufmann; 2 edition (27 Jun 2008)
  • Language English
  • ISBN-10: 0123742978
  • ISBN-13: 978-0123742971
  • Product Dimensions: 23.8 x 21.9 x 4.2 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 108,510 in Books (See Top 100 in Books)
  • See Complete Table of Contents

More About the Author

James M. Van Verth
Discover books, learn about writers, and more.

Visit Amazon's James M. Van Verth Page

Product Description

Review

"Not only is it an excellent introduction for someone who needs to come up-to-speed on the math behind games and graphics, it's a well-organized reference for anyone in the field. Short version: If you program graphics, let alone games, you need this book. Shelve it near your desk, next to your Foley and your Knuth. Highly Recommended." -Rick Wayne from a review in Software Development Magazine

"This excellent volume is unique in that it covers not only the basic techniques of computer graphics and game development, but also provides a thorough and rigorous--yet very readable--treatment of the underlying mathematics. Fledgling graphics and games developers will find it a valuable introduction; experienced developers will find it an invaluable reference. Everything is here, from the detailed numeric issues of IEEE floating point notation, to the correct way to use quaternions and spherical linear interpolation to represent orientation, to the mathematics of collision detection and rigid-body dynamics." -David Luebke, University of Virginia, co-author of Level of Detail for 3D Graphics

"When it comes to software development for games or virtual reality, you cannot escape the mathematics. The best performance comes not from superfast processors and terabytes of memory, but from well-chosen algorithms. With this in mind, the techniques most useful for developing production-quality computer graphics for Hollywood blockbusters are not the best choice for interactive applications. When rendering times are measured in milliseconds rather than hours, you need an entirely different perspective. Essential Mathematics for Games and Interactive Applications provides this perspective. While the mathematics are rigorous and perhaps challenging at times, Van Verth and Bishop provide the context for understanding the algorithms and data structures needed to bring games and VR applications to life. This may not be the only book you will ever need for games and VR software development, but it will certainly provide an excellent framework for developing robust and fast applications." -Ian Ashdown, President, ByHeart Consultants Limited

"With Essential Mathematics for Games and Interactive Applications, Van Verth and Bishop have provided invaluable assistance for professional game developers looking to shore up weaknesses in their mathematical training. Even if you never intend to write a renderer or tune a physics engine, this book provides the mathematical and conceptual grounding needed to understand many of the key concepts in rendering, simulation, and animation." -Dave Weinstein, Red Storm Entertainment

"Geometry, trigonometry, linear algebra, and calculus are all essential tools for 3D graphics. Mathematics courses in these subjects cover too much ground, while at the same time glossing over the bread-and-butter essentials for 3D graphics programmers. In Essential Mathematics for Games and Interactive Applications, Van Verth and Bishop bring just the right level of mathematics out of the trenches of professional game development. This book provides an accessible and solid mathematical foundation for interactive graphics programmers. If you are working in the area of 3D games, this book is a 'must have.'" -Jonathan Cohen, Department of Computer Science, Johns Hopkins University, co-author of Level of Detail for 3D Graphics --This text refers to an alternate Hardcover edition.

Review

"It's the book with all the math you need for games." - Neil Kirby, Researcher, Alcatel-Lucent

------
1st edition:
"Even though I've worked with these systems for years, this book showed me new ways of looking at several topics that make them easier to remember and use. For someone new to 3D programming, it is extremely useful - it gives them a solid background in pretty much every area they need to understand." - Peter Lipson, Toys for Bob, Inc.
1st edition quote

Inside This Book (Learn More)
Browse Sample Pages
Front Cover | Copyright | Table of Contents | Excerpt | Index
Search inside this book:

Tags Customers Associate with This Product

 (What's this?)
Click on a tag to find related items, discussions, and people.
 

Your tags: Add your first tag
 

Sell a Digital Version of This Book in the Kindle Store

If you are a publisher or author and hold the digital rights to a book, you can sell a digital version of it in our Kindle Store. Learn more

What Other Items Do Customers Buy After Viewing This Item?


Customer Reviews

4 star
0
3 star
0
2 star
0
1 star
0
Most Helpful Customer Reviews
9 of 9 people found the following review helpful
Format:Hardcover
This is an utterly brilliant book, I don't work in games but in non-realtime CG, and the focus upon the mathematics and techniques rather than the code samples is refreshing. The book covers pretty much all the vital bases, but if it isn't enough, a HUGE reference and further reading list is provided at the end.

I'm reading this book front to back, but it shines as a reference manual.
Was this review helpful to you?
Format:Hardcover
This book contains all of the Mathematical techniques needed for graphics and game programming.

I haven't yet come across any maths needed in game programming that can't be found in this book.
Everything is explained thoroughly will diagrams and formulae provided.

The book start from a fairly simple level, and it would be possible to read it with very little background in maths.

Very simple code samples are given, and the CD that accompanies this book has various examples and exercises to help learn how to put the techniques to practical application.

I recommend this book for anybody serious about learning game programming.
Comment | 
Was this review helpful to you?
Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com:  16 reviews
39 of 41 people found the following review helpful
One of the best game math books 28 April 2005
By Dave Astle - Published on Amazon.com
Format:Hardcover
If only every topic in game and graphics programming were covered as well as math. Over the past several years, a number of exceptionally good books covering math for game and graphics programming have been released, and I've had the opportunity to review most of them. Although, not surprisingly, there is some overlap between them all, each covers unique material and presents information in an original way so that collectively, the books provide an impressive body of work.

Essential Mathematics stands out as one of the best books in the pack, especially in regards to its coverage of the math behind low-level rendering techniques.

The book is broken into 4 parts. The first part, Core Mathematics, covers vectors and matrices, transformations, and number representation. This part will be useful to anyone doing 3D graphics.

Part II, Rendering, covers topics such as lighting and shading, texturing, projection, and rasterization. This part was of particular interest to me because I've been working on a commercial renderer, but it should also be useful to those who want a better understanding of what graphics engines do under the hood.

Part III, Animation, covers curves (very in depth) and representation of orientations (Euler vs. axis-angle vs. quaternions). Finally, Part IV, Simulation, covers intersection testing and rigid body dynamics. There are also a couple of appendices to help you brush up on trig and calculus, if needed.

The book includes many C++ code samples and demos, including a handy math library and a simple rendering/game engine using OpenGL and GLUT. The authors are to be commended for their writing style as well. It's very easy for a book of this nature to get bogged down in an extremely heavy academic tone, but this book manages to avoid that, making for a remarkably easy read.

I'm glad I don't have to choose just one game math book, but if I did, this would probably be the one I'd pick.
9 of 9 people found the following review helpful
A solid guide to beginner and expert alike 13 Jan 2009
By Christopher Dannemiller - Published on Amazon.com
Format:Hardcover
I have read many math books for video games and there are two aspects of this book I really like. The first is the book is encyclopedic and terms of the amount of information that it covers. The second reason that I like this book is that it clearly explains where the equations come from not just what the equations are.
21 of 26 people found the following review helpful
Clear, Comprehensive, and Educational. 8 May 2004
By A Customer - Published on Amazon.com
Format:Hardcover
The strength of this book lies in its author's ability to make complex subjects accessible to programmers of various levels. The book covers all necessary subjects of 3D development and algorithmic motion, while providing primers in the relevant Math and Trigonometry. The writing is clear, and the examples combine notation in Math, Pseudo Code, and Open-GL implementation. I could see various uses for this book; from reference guide to required course reading. It explains the most fundamental subjects of Vectors and Matrices, and later capitalizes on this knowledge towards subjects that every professional in the field should know. To make sure the book is right for you, I suggest reading the Introduction, which portrays the book accurately and proceeds to recommend alternative and additional resources.
Search Customer Reviews
Only search this product's reviews

Customer Discussions

This product's forum
Discussion Replies Latest Post
No discussions yet

Ask questions, Share opinions, Gain insight
Start a new discussion
Topic:
First post:
Prompts for sign-in
 

Search Customer Discussions
Search all Amazon discussions
   


Listmania!


Look for similar items by category


Look for similar items by subject


Feedback


Amazon.co.uk Privacy Statement Amazon.co.uk Delivery Information Amazon.co.uk Returns & Exchanges