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