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

James M. Van Verth , Lars M. Bishop
5.0 out of 5 stars  See all reviews (2 customer reviews)
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Book Description

27 Jun 2008 0123742978 978-0123742971 2
Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout.

The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness.

The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction.



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Essential Mathematics for Games and Interactive Applications: A Programmer's Guide + Game Engine Architecture + Mathematics for 3D Game Programming and Computer Graphics
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Product details

  • Hardcover: 704 pages
  • Publisher: CRC Press; 2 edition (27 Jun 2008)
  • Language: English
  • ISBN-10: 0123742978
  • ISBN-13: 978-0123742971
  • Product Dimensions: 19 x 4.2 x 23.4 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 281,802 in Books (See Top 100 in Books)
  • See Complete Table of Contents

More About the Author

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Review

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

About the Author

James M. Van Verth is a founding member of Red Storm Entertainment, a division of Ubisoft, where he has been a lead engineer for nine years. For the past eight years he has also been a regular speaker at the Game Developers Conferences, teaching the all-day tutorial "Math for Game Programmers,” on which this book is based. He has a B.A. in mathematics and computer science from Dartmouth College and M.S. degrees in computer science from the State University of New York at Buffalo and the University of North Carolina at Chapel Hill.
Lars M. Bishop is an engineer in the Handheld Developer Technologies group at NVIDIA. Prior to joining NVIDIA, Lars was the Chief Technology Officer at Numerical Design Limited, leading the development of the Gamebryo3D cross-platform game engine. He received a BS in Math/Computer Science from Brown University and an MS in Computer Science from the University of North Carolina at Chapel Hill. His outside interests include photography, drumming, and playing bass guitar.

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Most Helpful Customer Reviews
11 of 11 people found the following review helpful
5.0 out of 5 stars A spectacular reference for the CG world. 16 Feb 2009
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.
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1 of 1 people found the following review helpful
5.0 out of 5 stars One of the Best Maths Books for Programmers 25 Feb 2012
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.
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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com: 4.0 out of 5 stars  17 reviews
40 of 43 people found the following review helpful
5.0 out of 5 stars 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.
10 of 10 people found the following review helpful
5.0 out of 5 stars 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.
22 of 27 people found the following review helpful
5.0 out of 5 stars Clear, Comprehensive, and Educational. 8 May 2004
By Amit Pitaru - 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.
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