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Mathematics for 3D game programming and computer graphics / Eric Lengyel.

By: Material type: TextTextPublisher: Boston, MA : Course Technology, Cengage Learning, [2012]Copyright date: ©2012Edition: 3rd editionDescription: xviii, 545 pages : illustrations ; 25 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 9781435458864
  • 1435458869
Subject(s): DDC classification:
  • 794.81526 23 L.E.M
Online resources:
Contents:
Machine generated contents note: ch. 1 Rendering Pipeline -- 1.1. Graphics Processors -- 1.2. Vertex Transformation -- 1.3. Rasterization and Fragment Operations -- ch. 2 Vectors -- 2.1. Vector Properties -- 2.2. Dot Product -- 2.3. Cross Product -- 2.4. Vector Spaces -- ch. 2 Summary -- Exercises for Chapter 2 -- ch. 3 Matrices -- 3.1. Matrix Properties -- 3.2. Linear Systems -- 3.3. Matrix Inverses -- 3.4. Determinants -- 3.5. Eigenvalues and Eigenvectors -- 3.6. Diagonalization -- ch. 3 Summary -- Exercises for Chapter 3 -- ch. 4 Transforms -- 4.1. Linear Transformations -- 4.1.1. Orthogonal Matrices -- 4.1.2. Handedness -- 4.2. Scaling Transforms -- 4.3. Rotation Transforms -- 4.3.1. Rotation About an Arbitrary Axis -- 4.4. Homogeneous Coordinates -- 4.4.1. Four-Dimensional Transforms -- 4.4.2. Points and Directions -- 4.4.3. Geometrical Interpretation of the w Coordinate -- 4.5. Transforming Normal Vectors -- 4.6. Quaternions -- 4.6.1. Quaternion Mathematics -- 4.6.2. Rotations with Quaternions -- 4.6.3. Spherical Linear Interpolation -- ch. 4 Summary -- Exercises for Chapter 4 -- ch. 5 Geometry for 3D Engines -- 5.1. Lines in 3D Space -- 5.1.1. Distance Between a Point and a Line -- 5.1.2. Distance Between Two Lines -- 5.2. Planes in 3D Space -- 5.2.1. Intersection of a Line and a Plane -- 5.2.2. Intersection of Three Planes -- 5.2.3. Transforming Planes -- 5.3. View Frustum -- 5.3.1. Field of View -- 5.3.2. Frustum Planes -- 5.4. Perspective-Correct Interpolation -- 5.4.1. Depth Interpolation -- 5.4.2. Vertex Attribute Interpolation -- 5.5. Projections -- 5.5.1. Perspective Projections -- 5.5.2. Orthographic Projections -- 5.5.3. Extracting Frustum Planes -- 5.6. Reflections and Oblique Clipping -- ch. 5 Summary -- Exercises for Chapter 5 -- ch. 6 Ray Tracing -- 6.1. Root Finding -- 6.1.1. Quadratic Polynomials -- 6.1.2. Cubic Polynomials -- 6.1.3. Quartic Polynomials -- 6.1.4. Newton's Method -- 6.1.5. Refinement of Reciprocals and Square Roots -- 6.2. Surface Intersections -- 6.2.1. Intersection of a Ray and a Triangle -- 6.2.2. Intersection of a Ray and a Box -- 6.2.3. Intersection of a Ray and a Sphere -- 6.2.4. Intersection of a Ray and a Cylinder -- 6.2.5. Intersection of a Ray and a Torus -- 6.3. Normal Vector Calculation -- 6.4. Reflection and Refraction Vectors -- 6.4.1. Reflection Vector Calculation -- 6.4.2. Refraction Vector Calculation -- ch. 6 Summary -- Exercises for Chapter 6 -- ch. 7 Lighting and Shading -- 7.1. RGB Color -- 7.2. Light Sources -- 7.2.1. Ambient Light -- 7.2.2. Directional Light Sources -- 7.2.3. Point Light Sources -- 7.2.4. Spot Light Sources -- 7.3. Diffuse Reflection -- 7.4. Specular Reflection -- 7.5. Texture Mapping -- 7.5.1. Standard Texture Maps -- 7.5.2. Projective Texture Maps -- 7.5.3. Cube Texture Maps -- 7.5.4. Filtering and Mipmaps -- 7.6. Emission -- 7.7. Shading Models -- 7.7.1. Calculating Normal Vectors -- 7.7.2. Gouraud Shading -- 7.7.3. Blinn-Phong Shading -- 7.8. Bump Mapping -- 7.8.1. Bump Map Construction -- 7.8.2. Tangent Space -- 7.8.3. Calculating Tangent Vectors -- 7.8.4. Implementation -- 7.9. Physical Reflection Model -- 7.9.1. Bidirectional Reflectance Distribution Functions -- 7.9.2. Cook-Torrance Illumination -- 7.9.3. Fresnel Factor -- 7.9.4. Microfacet Distribution Function -- 7.9.5. Geometrical Attenuation Factor -- 7.9.6. Implementation -- ch. 7 Summary -- Exercises for Chapter 7 -- ch. 8 Visibility Determination -- 8.1. Bounding Volume Construction -- 8.1.1. Principal Component Analysis -- 8.1.2. Bounding Box Construction -- 8.1.3. Bounding Sphere Construction -- 8.1.4. Bounding Ellipsoid Construction -- 8.1.5. Bounding Cylinder Construction -- 8.2. Bounding Volume Tests -- 8.2.1. Bounding Sphere Test -- 8.2.2. Bounding Ellipsoid Test -- 8.2.3. Bounding Cylinder Test -- 8.2.4. Bounding Box Test -- 8.3. Spatial Partitioning -- 8.3.1. Octrees -- 8.3.2. Binary Space Partitioning Trees -- 8.4. Portal Systems -- 8.4.1. Portal Clipping -- 8.4.2. Reduced View Frustums -- ch. 8 Summary -- Exercises for Chapter 8 -- ch. 9 Polygonal Techniques -- 9.1. Depth Value Offset -- 9.1.1. Projection Matrix Modification -- 9.1.2. Offset Value Selection -- 9.1.3. Implementation -- 9.2. Decal Application -- 9.2.1. Decal Mesh Construction -- 9.2.2. Polygon Clipping -- 9.3. Billboarding -- 9.3.1. Unconstrained Quads -- 9.3.2. Constrained Quads -- 9.3.3. Polyboards -- 9.4. Polygon Reduction -- 9.5. T-Junction Elimination -- 9.6. Triangulation -- ch. 9 Summary -- Exercises for Chapter 9 -- ch. 10 Shadows -- 10.1. Shadow Casting Set -- 10.2. Shadow Mapping -- 10.2.1. Rendering the Shadow Map -- 10.2.2. Rendering the Main Scene -- 10.2.3. Self-Shadowing -- 10.3. Stencil Shadows -- 10.3.1. Algorithm Overview -- 10.3.2. Infinite View Frustums -- 10.3.3. Silhouette Determination -- 10.3.4. Shadow Volume Construction -- 10.3.5. Determining Cap Necessity -- 10.3.6. Rendering Shadow Volumes -- 10.3.7. Scissor Optimization -- ch. 10 Summary -- Exercises for Chapter 10 -- ch. 11 Curves and Surfaces -- 11.1. Cubic Curves -- 11.2. Hermite Curves -- 11.3. Bezier Curves -- 11.3.1. Cubic Bezier Curves -- 11.3.2. Bezier Curve Truncation -- 11.3.3. de Casteljau Algorithm -- 11.4. Catmull-Rom Splines -- 11.5. Cubic Splines -- 11.6. B-Splines -- 11.6.1. Uniform B-Splines -- 11.6.2. B-Spline Globalization -- 11.6.3. Nonuniform B-Splines -- 11.6.4. NURBS -- 11.7. Bicubic Surfaces -- 11.8. Curvature and Torsion -- ch. 11 Summary -- Exercises for Chapter 11 -- ch. 12 Collision Detection -- 12.1. Plane Collisions -- 12.1.1. Collision of a Sphere and a Plane -- 12.1.2. Collision of a Box and a Plane -- 12.1.3. Spatial Partitioning -- 12.2. General Sphere Collisions -- 12.3. Sliding -- 12.4. Collision of Two Spheres -- ch. 12 Summary -- Exercises for Chapter 12 -- ch. 13 Linear Physics -- 13.1. Position Functions -- 13.2. Second-Order Differential Equations -- 13.2.1. Homogeneous Equations -- 13.2.2. Nonhomogeneous Equations -- 13.2.3. Initial Conditions -- 13.3. Projectile Motion -- 13.4. Resisted Motion -- 13.5. Friction -- ch. 13 Summary -- Exercises for Chapter 13 -- ch. 14 Rotational Physics -- 14.1. Rotating Environments -- 14.1.1. Angular Velocity -- 14.1.2. Centrifugal Force -- 14.1.3. Coriolis Force -- 14.2. Rigid Body Motion -- 14.2.1. Center of Mass -- 14.2.2. Angular Momentum and Torque -- 14.2.3. Inertia Tensor -- 14.2.4. Principal Axes of Inertia -- 14.2.5. Transforming the Inertia Tensor -- 14.3. Oscillatory Motion -- 14.3.1. Spring Motion -- 14.3.2. Pendulum Motion -- ch. 14 Summary -- Exercises for Chapter 14 -- ch. 15 Fluid and Cloth Simulation -- 15.1. Fluid Simulation -- 15.1.1. Wave Equation -- 15.1.2. Approximating Derivatives -- 15.1.3. Evaluating Surface Displacement -- 15.1.4. Implementation -- 15.2. Cloth Simulation -- 15.2.1. Spring System -- 15.2.2. External Forces -- 15.2.3. Implementation -- ch. 15 Summary -- Exercises for Chapter 15 -- ch. 16 Numerical Methods -- 16.1. Trigonometric Functions -- 16.2. Linear Systems -- 16.2.1. Triangular Systems -- 16.2.2. Gaussian Elimination -- 16.2.3. LU Decomposition -- 16.2.4. Error Reduction -- 16.2.5. Tridiagonal Systems -- 16.3. Eigenvalues and Eigenvectors -- 16.4. Ordinary Differential Equations -- 16.4.1. Euler's Method -- 16.4.2. Taylor Series Method -- 16.4.3. Runge-Kutta Method -- 16.4.4. Higher-Order Differential Equations -- ch. 16 Summary -- Exercises for Chapter 16 -- Appendix A Complex Numbers -- A.1. Definition -- A.2. Addition and Multiplication -- A.3. Conjugates and Inverses -- A.4. Euler Formula -- Appendix B Trigonometry Reference -- B.1. Function Definitions -- B.2. Symmetry and Phase Shifts -- B.3. Pythagorean Identities -- B.4. Exponential Identities -- B.5. Inverse Functions -- B.6. Laws of Sines and Cosines -- Appendix C Coordinate Systems -- C.1. Cartesian Coordinates -- C.2. Cylindrical Coordinates -- C.3. Spherical Coordinates -- C.4. Generalized Coordinates -- Appendix D Taylor Series -- D.1. Derivation -- D.2. Power Series -- D.3. Euler Formula -- Appendix E Answers to Exercises -- Chapter 2 -- Chapter 3 -- Chapter 4 -- Chapter 5 -- Chapter 6 -- Chapter 7 -- Chapter 8 -- Chapter 9 -- Chapter 10 -- Chapter 11 -- Chapter 12 -- Chapter 13 -- Chapter 14 -- Chapter 15 -- Chapter 16.
Summary: Mathematics for 3D game programming and computer graphics, third edition, illustrates the mathematical concepts that a game developer needs to develop 3D computer graphics and game engines at the professional level.
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Holdings
Item type Current library Collection Call number Status Date due Barcode
Books Books Main library B10 Computers & Information Technology ( Digital Media Tech. ) 794.81526 L.E.M (Browse shelf(Opens below)) Available 00010393

Includes index.

Machine generated contents note: ch. 1 Rendering Pipeline --
1.1. Graphics Processors --
1.2. Vertex Transformation --
1.3. Rasterization and Fragment Operations --
ch. 2 Vectors --
2.1. Vector Properties --
2.2. Dot Product --
2.3. Cross Product --
2.4. Vector Spaces --
ch. 2 Summary --
Exercises for Chapter 2 --
ch. 3 Matrices --
3.1. Matrix Properties --
3.2. Linear Systems --
3.3. Matrix Inverses --
3.4. Determinants --
3.5. Eigenvalues and Eigenvectors --
3.6. Diagonalization --
ch. 3 Summary --
Exercises for Chapter 3 --
ch. 4 Transforms --
4.1. Linear Transformations --
4.1.1. Orthogonal Matrices --
4.1.2. Handedness --
4.2. Scaling Transforms --
4.3. Rotation Transforms --
4.3.1. Rotation About an Arbitrary Axis --
4.4. Homogeneous Coordinates --
4.4.1. Four-Dimensional Transforms --
4.4.2. Points and Directions --
4.4.3. Geometrical Interpretation of the w Coordinate --
4.5. Transforming Normal Vectors --
4.6. Quaternions --
4.6.1. Quaternion Mathematics --
4.6.2. Rotations with Quaternions --
4.6.3. Spherical Linear Interpolation --
ch. 4 Summary --
Exercises for Chapter 4 --
ch. 5 Geometry for 3D Engines --
5.1. Lines in 3D Space --
5.1.1. Distance Between a Point and a Line --
5.1.2. Distance Between Two Lines --
5.2. Planes in 3D Space --
5.2.1. Intersection of a Line and a Plane --
5.2.2. Intersection of Three Planes --
5.2.3. Transforming Planes --
5.3. View Frustum --
5.3.1. Field of View --
5.3.2. Frustum Planes --
5.4. Perspective-Correct Interpolation --
5.4.1. Depth Interpolation --
5.4.2. Vertex Attribute Interpolation --
5.5. Projections --
5.5.1. Perspective Projections --
5.5.2. Orthographic Projections --
5.5.3. Extracting Frustum Planes --
5.6. Reflections and Oblique Clipping --
ch. 5 Summary --
Exercises for Chapter 5 --
ch. 6 Ray Tracing --
6.1. Root Finding --
6.1.1. Quadratic Polynomials --
6.1.2. Cubic Polynomials --
6.1.3. Quartic Polynomials --
6.1.4. Newton's Method --
6.1.5. Refinement of Reciprocals and Square Roots --
6.2. Surface Intersections --
6.2.1. Intersection of a Ray and a Triangle --
6.2.2. Intersection of a Ray and a Box --
6.2.3. Intersection of a Ray and a Sphere --
6.2.4. Intersection of a Ray and a Cylinder --
6.2.5. Intersection of a Ray and a Torus --
6.3. Normal Vector Calculation --
6.4. Reflection and Refraction Vectors --
6.4.1. Reflection Vector Calculation --
6.4.2. Refraction Vector Calculation --
ch. 6 Summary --
Exercises for Chapter 6 --
ch. 7 Lighting and Shading --
7.1. RGB Color --
7.2. Light Sources --
7.2.1. Ambient Light --
7.2.2. Directional Light Sources --
7.2.3. Point Light Sources --
7.2.4. Spot Light Sources --
7.3. Diffuse Reflection --
7.4. Specular Reflection --
7.5. Texture Mapping --
7.5.1. Standard Texture Maps --
7.5.2. Projective Texture Maps --
7.5.3. Cube Texture Maps --
7.5.4. Filtering and Mipmaps --
7.6. Emission --
7.7. Shading Models --
7.7.1. Calculating Normal Vectors --
7.7.2. Gouraud Shading --
7.7.3. Blinn-Phong Shading --
7.8. Bump Mapping --
7.8.1. Bump Map Construction --
7.8.2. Tangent Space --
7.8.3. Calculating Tangent Vectors --
7.8.4. Implementation --
7.9. Physical Reflection Model --
7.9.1. Bidirectional Reflectance Distribution Functions --
7.9.2. Cook-Torrance Illumination --
7.9.3. Fresnel Factor --
7.9.4. Microfacet Distribution Function --
7.9.5. Geometrical Attenuation Factor --
7.9.6. Implementation --
ch. 7 Summary --
Exercises for Chapter 7 --
ch. 8 Visibility Determination --
8.1. Bounding Volume Construction --
8.1.1. Principal Component Analysis --
8.1.2. Bounding Box Construction --
8.1.3. Bounding Sphere Construction --
8.1.4. Bounding Ellipsoid Construction --
8.1.5. Bounding Cylinder Construction --
8.2. Bounding Volume Tests --
8.2.1. Bounding Sphere Test --
8.2.2. Bounding Ellipsoid Test --
8.2.3. Bounding Cylinder Test --
8.2.4. Bounding Box Test --
8.3. Spatial Partitioning --
8.3.1. Octrees --
8.3.2. Binary Space Partitioning Trees --
8.4. Portal Systems --
8.4.1. Portal Clipping --
8.4.2. Reduced View Frustums --
ch. 8 Summary --
Exercises for Chapter 8 --
ch. 9 Polygonal Techniques --
9.1. Depth Value Offset --
9.1.1. Projection Matrix Modification --
9.1.2. Offset Value Selection --
9.1.3. Implementation --
9.2. Decal Application --
9.2.1. Decal Mesh Construction --
9.2.2. Polygon Clipping --
9.3. Billboarding --
9.3.1. Unconstrained Quads --
9.3.2. Constrained Quads --
9.3.3. Polyboards --
9.4. Polygon Reduction --
9.5. T-Junction Elimination --
9.6. Triangulation --
ch. 9 Summary --
Exercises for Chapter 9 --
ch. 10 Shadows --
10.1. Shadow Casting Set --
10.2. Shadow Mapping --
10.2.1. Rendering the Shadow Map --
10.2.2. Rendering the Main Scene --
10.2.3. Self-Shadowing --
10.3. Stencil Shadows --
10.3.1. Algorithm Overview --
10.3.2. Infinite View Frustums --
10.3.3. Silhouette Determination --
10.3.4. Shadow Volume Construction --
10.3.5. Determining Cap Necessity --
10.3.6. Rendering Shadow Volumes --
10.3.7. Scissor Optimization --
ch. 10 Summary --
Exercises for Chapter 10 --
ch. 11 Curves and Surfaces --
11.1. Cubic Curves --
11.2. Hermite Curves --
11.3. Bezier Curves --
11.3.1. Cubic Bezier Curves --
11.3.2. Bezier Curve Truncation --
11.3.3. de Casteljau Algorithm --
11.4. Catmull-Rom Splines --
11.5. Cubic Splines --
11.6. B-Splines --
11.6.1. Uniform B-Splines --
11.6.2. B-Spline Globalization --
11.6.3. Nonuniform B-Splines --
11.6.4. NURBS --
11.7. Bicubic Surfaces --
11.8. Curvature and Torsion --
ch. 11 Summary --
Exercises for Chapter 11 --
ch. 12 Collision Detection --
12.1. Plane Collisions --
12.1.1. Collision of a Sphere and a Plane --
12.1.2. Collision of a Box and a Plane --
12.1.3. Spatial Partitioning --
12.2. General Sphere Collisions --
12.3. Sliding --
12.4. Collision of Two Spheres --
ch. 12 Summary --
Exercises for Chapter 12 --
ch. 13 Linear Physics --
13.1. Position Functions --
13.2. Second-Order Differential Equations --
13.2.1. Homogeneous Equations --
13.2.2. Nonhomogeneous Equations --
13.2.3. Initial Conditions --
13.3. Projectile Motion --
13.4. Resisted Motion --
13.5. Friction --
ch. 13 Summary --
Exercises for Chapter 13 --
ch. 14 Rotational Physics --
14.1. Rotating Environments --
14.1.1. Angular Velocity --
14.1.2. Centrifugal Force --
14.1.3. Coriolis Force --
14.2. Rigid Body Motion --
14.2.1. Center of Mass --
14.2.2. Angular Momentum and Torque --
14.2.3. Inertia Tensor --
14.2.4. Principal Axes of Inertia --
14.2.5. Transforming the Inertia Tensor --
14.3. Oscillatory Motion --
14.3.1. Spring Motion --
14.3.2. Pendulum Motion --
ch. 14 Summary --
Exercises for Chapter 14 --
ch. 15 Fluid and Cloth Simulation --
15.1. Fluid Simulation --
15.1.1. Wave Equation --
15.1.2. Approximating Derivatives --
15.1.3. Evaluating Surface Displacement --
15.1.4. Implementation --
15.2. Cloth Simulation --
15.2.1. Spring System --
15.2.2. External Forces --
15.2.3. Implementation --
ch. 15 Summary --
Exercises for Chapter 15 --
ch. 16 Numerical Methods --
16.1. Trigonometric Functions --
16.2. Linear Systems --
16.2.1. Triangular Systems --
16.2.2. Gaussian Elimination --
16.2.3. LU Decomposition --
16.2.4. Error Reduction --
16.2.5. Tridiagonal Systems --
16.3. Eigenvalues and Eigenvectors --
16.4. Ordinary Differential Equations --
16.4.1. Euler's Method --
16.4.2. Taylor Series Method --
16.4.3. Runge-Kutta Method --
16.4.4. Higher-Order Differential Equations --
ch. 16 Summary --
Exercises for Chapter 16 --
Appendix A Complex Numbers --
A.1. Definition --
A.2. Addition and Multiplication --
A.3. Conjugates and Inverses --
A.4. Euler Formula --
Appendix B Trigonometry Reference --
B.1. Function Definitions --
B.2. Symmetry and Phase Shifts --
B.3. Pythagorean Identities --
B.4. Exponential Identities --
B.5. Inverse Functions --
B.6. Laws of Sines and Cosines --
Appendix C Coordinate Systems --
C.1. Cartesian Coordinates --
C.2. Cylindrical Coordinates --
C.3. Spherical Coordinates --
C.4. Generalized Coordinates --
Appendix D Taylor Series --
D.1. Derivation --
D.2. Power Series --
D.3. Euler Formula --
Appendix E Answers to Exercises --
Chapter 2 --
Chapter 3 --
Chapter 4 --
Chapter 5 --
Chapter 6 --
Chapter 7 --
Chapter 8 --
Chapter 9 --
Chapter 10 --
Chapter 11 --
Chapter 12 --
Chapter 13 --
Chapter 14 --
Chapter 15 --
Chapter 16.

Mathematics for 3D game programming and computer graphics, third edition, illustrates the mathematical concepts that a game developer needs to develop 3D computer graphics and game engines at the professional level.

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