This completely updated second edition illustrates the mathematical concepts that a game programmer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series.
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This completely updated second edition illustrates the mathematical concepts that a game programmer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series.
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Librería: BooksRun, Philadelphia, PA, Estados Unidos de America
Hardcover. Condición: Very Good. 2. It's a well-cared-for item that has seen limited use. The item may show minor signs of wear. All the text is legible, with all pages included. It may have slight markings and/or highlighting. Nº de ref. del artículo: 1584502770-11-1
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Librería: Dream Books Co., Denver, CO, Estados Unidos de America
Condición: good. Gently used with minimal wear on the corners and cover. A few pages may contain light highlighting or writing, but the text remains fully legible. Dust jacket may be missing, and supplemental materials like CDs or codes may not be included. May be ex-library with library markings. Ships promptly! Nº de ref. del artículo: 4EKQOV002B0Q_ns
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Librería: Sugarhouse Book Works, LLC, Salt Lake City, UT, Estados Unidos de America
hardcover. Condición: Fair. As pictured. Moderate cover wear along the edges. Carefully packed and promptly shipped. Nº de ref. del artículo: B23S104391
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Librería: HPB-Red, Dallas, TX, Estados Unidos de America
Hardcover. Condición: Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority! Nº de ref. del artículo: S_451825610
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Librería: Goodwill Books, Hillsboro, OR, Estados Unidos de America
Condición: acceptable. Fairly worn, but readable and intact. If applicable: Dust jacket, disc or access code may not be included. Nº de ref. del artículo: GICWV.1584502770.A
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Librería: World of Books (was SecondSale), Montgomery, IL, Estados Unidos de America
Condición: Good. Item in good condition. Textbooks may not include supplemental items i.e. CDs, access codes etc. Nº de ref. del artículo: 00107854356
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Librería: World of Books Inc, Montgomery, IL, Estados Unidos de America
Hardback. Condición: Good. This completely updated second edition illustrates the mathematical concepts that a game programmer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series. Nº de ref. del artículo: CIN1584502770G
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Librería: World of Books (was SecondSale), Montgomery, IL, Estados Unidos de America
Condición: Good. Item in good condition and has highlighting/writing on text. Used texts may not contain supplemental items such as CDs, info-trac etc. Nº de ref. del artículo: 00107309634
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Librería: World of Books (was SecondSale), Montgomery, IL, Estados Unidos de America
Condición: Very Good. Item in very good condition! Textbooks may not include supplemental items i.e. CDs, access codes etc. Nº de ref. del artículo: 00107923464
Cantidad disponible: 2 disponibles
Librería: World of Books Inc, Montgomery, IL, Estados Unidos de America
Hardback. Condición: Very Good. This completely updated second edition illustrates the mathematical concepts that a game programmer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series. Nº de ref. del artículo: CIN1584502770VG
Cantidad disponible: 2 disponibles