The Resource 3D math primer for graphics and game development, Fletcher Dunn and Ian Parberry, (ebook)

3D math primer for graphics and game development, Fletcher Dunn and Ian Parberry, (ebook)

Label
3D math primer for graphics and game development
Title
3D math primer for graphics and game development
Statement of responsibility
Fletcher Dunn and Ian Parberry
Creator
Contributor
Subject
Genre
Language
eng
Member of
Cataloging source
N$T
http://library.link/vocab/creatorName
Dunn, Fletcher
Dewey number
006.6
Illustrations
illustrations
Index
index present
LC call number
T385
LC item number
.D875 2002eb
Literary form
non fiction
Nature of contents
  • dictionaries
  • bibliography
http://library.link/vocab/relatedWorkOrContributorName
  • Parberry, Ian
  • EBSCO Publishing (Firm)
Series statement
Wordware game math library
http://library.link/vocab/subjectName
  • Computer graphics
  • Computer games
  • Computer science
Label
3D math primer for graphics and game development, Fletcher Dunn and Ian Parberry, (ebook)
Link
http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=72435
Instantiates
Publication
Bibliography note
Includes bibliographical references (p. 415-416) and index
Color
multicolored
Contents
  • Why Multiple Coordinate Spaces?
  • Some Useful Coordinate Spaces
  • Nested Coordinate Spaces
  • Specifying Coordinate Spaces
  • Coordinate Space Transformations
  • Vectors
  • Vector--A Mathematical Definition
  • Vector--A Geometric Definition
  • Vectors vs. Points
  • Operations on Vectors
  • What is 3D Math?
  • Linear Algebra vs. What We Need
  • Typeface Conventions
  • The Zero Vector
  • Negating a Vector
  • Vector Magnitude (Length)
  • Vector Multiplication by a Scalar
  • Normalized Vectors
  • Vector Addition and Subtraction
  • The Distance Formula
  • Vector Dot Product
  • Why You Should Read This Book
  • Vector Cross Product
  • Linear Algebra Identities
  • A Simple 3D Vector Class
  • Class Interface
  • Class Vector3 Definition
  • Design Decisions
  • Introduction to Matrices
  • Matrix--A Mathematical Definition
  • Matrix--A Geometric Interpretation
  • Matrices and Linear Transformations
  • What You Should Know Before Reading This Book
  • Transforming an Object vs. Transforming the Coordinate Space
  • Rotation
  • Scale
  • Orthographic Projection
  • Reflection
  • Shearing
  • Combining Transformations
  • Classes of Transformations
  • More on Matrices
  • Determinant of a Matrix
  • The Cartesian Coordinate System
  • Inverse of a Matrix
  • Orthogonal Matrices
  • 4x4 Homogenous Matrices
  • Orientation and Angular Displacement in 3D
  • What is Orientation?
  • Matrix Form
  • Euler Angles
  • Quaternions
  • Comparison of Methods
  • 1D Mathematics
  • 2D Cartesian Mathematics
  • From 2D to 3D
  • Multiple Coordinate Spaces
Dimensions
unknown
Extent
1 online resource (xi, 429 p.)
Form of item
online
Isbn
9780585425436
Isbn Type
(electronic bk.)
Other physical details
ill.
Specific material designation
remote
System control number
  • ocm50790686
  • (OCoLC)50790686
Label
3D math primer for graphics and game development, Fletcher Dunn and Ian Parberry, (ebook)
Link
http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=72435
Publication
Bibliography note
Includes bibliographical references (p. 415-416) and index
Color
multicolored
Contents
  • Why Multiple Coordinate Spaces?
  • Some Useful Coordinate Spaces
  • Nested Coordinate Spaces
  • Specifying Coordinate Spaces
  • Coordinate Space Transformations
  • Vectors
  • Vector--A Mathematical Definition
  • Vector--A Geometric Definition
  • Vectors vs. Points
  • Operations on Vectors
  • What is 3D Math?
  • Linear Algebra vs. What We Need
  • Typeface Conventions
  • The Zero Vector
  • Negating a Vector
  • Vector Magnitude (Length)
  • Vector Multiplication by a Scalar
  • Normalized Vectors
  • Vector Addition and Subtraction
  • The Distance Formula
  • Vector Dot Product
  • Why You Should Read This Book
  • Vector Cross Product
  • Linear Algebra Identities
  • A Simple 3D Vector Class
  • Class Interface
  • Class Vector3 Definition
  • Design Decisions
  • Introduction to Matrices
  • Matrix--A Mathematical Definition
  • Matrix--A Geometric Interpretation
  • Matrices and Linear Transformations
  • What You Should Know Before Reading This Book
  • Transforming an Object vs. Transforming the Coordinate Space
  • Rotation
  • Scale
  • Orthographic Projection
  • Reflection
  • Shearing
  • Combining Transformations
  • Classes of Transformations
  • More on Matrices
  • Determinant of a Matrix
  • The Cartesian Coordinate System
  • Inverse of a Matrix
  • Orthogonal Matrices
  • 4x4 Homogenous Matrices
  • Orientation and Angular Displacement in 3D
  • What is Orientation?
  • Matrix Form
  • Euler Angles
  • Quaternions
  • Comparison of Methods
  • 1D Mathematics
  • 2D Cartesian Mathematics
  • From 2D to 3D
  • Multiple Coordinate Spaces
Dimensions
unknown
Extent
1 online resource (xi, 429 p.)
Form of item
online
Isbn
9780585425436
Isbn Type
(electronic bk.)
Other physical details
ill.
Specific material designation
remote
System control number
  • ocm50790686
  • (OCoLC)50790686

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