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Acknowledgments | xi | |
Chapter 1 | Introduction | 1 |
1.1 | What is 3D Math? | 1 |
1.2 | Why You Should Read This Book | 1 |
1.3 | What You Should Know Before Reading This Book | 3 |
1.4 | Overview | 3 |
Chapter 2 | The Cartesian Coordinate System | 5 |
2.1 | 1D Mathematics | 6 |
2.2 | 2D Cartesian Mathematics | 9 |
2.3 | From 2D to 3D | 14 |
2.4 | Exercises | 20 |
Chapter 3 | Multiple Coordinate Spaces | 23 |
3.1 | Why Multiple Coordinate Spaces? | 24 |
3.2 | Some Useful Coordinate Spaces | 25 |
3.3 | Nested Coordinate Spaces | 30 |
3.4 | Specifying Coordinate Spaces | 31 |
3.5 | Coordinate Space Transformations | 31 |
3.6 | Exercises | 34 |
Chapter 4 | Vectors | 35 |
4.1 | Vector--A Mathematical Definition | 36 |
4.2 | Vector--A Geometric Definition | 37 |
4.3 | Vectors vs. Points | 40 |
4.4 | Exercises | 42 |
Chapter 5 | Operations on Vectors | 45 |
5.1 | Linear Algebra vs. What We Need | 46 |
5.2 | Typeface Conventions | 46 |
5.3 | The Zero Vector | 47 |
5.4 | Negating a Vector | 48 |
5.5 | Vector Magnitude (Length) | 49 |
5.6 | Vector Multiplication by a Scalar | 51 |
5.7 | Normalized Vectors | 53 |
5.8 | Vector Addition and Subtraction | 54 |
5.9 | The Distance Formula | 57 |
5.10 | Vector Dot Product | 58 |
5.11 | Vector Cross Product | 62 |
5.12 | Linear Algebra Identities | 65 |
5.13 | Exercises | 67 |
Chapter 6 | A Simple 3D Vector Class | 69 |
6.1 | Class Interface | 69 |
6.2 | Class Vector3 Definition | 70 |
6.3 | Design Decisions | 73 |
Chapter 7 | Introduction to Matrices | 83 |
7.1 | Matrix--A Mathematical Definition | 83 |
7.2 | Matrix--A Geometric Interpretation | 91 |
7.3 | Exercises | 98 |
Chapter 8 | Matrices and Linear Transformations | 101 |
8.1 | Transforming an Object vs. Transforming the Coordinate Space | 102 |
8.2 | Rotation | 105 |
8.3 | Scale | 112 |
8.4 | Orthographic Projection | 115 |
8.5 | Reflection | 117 |
8.6 | Shearing | 118 |
8.7 | Combining Transformations | 119 |
8.8 | Classes of Transformations | 120 |
8.9 | Exercises | 124 |
Chapter 9 | More on Matrices | 125 |
9.1 | Determinant of a Matrix | 125 |
9.2 | Inverse of a Matrix | 130 |
9.3 | Orthogonal Matrices | 132 |
9.4 | 4x4 Homogenous Matrices | 135 |
9.5 | Exercises | 146 |
Chapter 10 | Orientation and Angular Displacement in 3D | 147 |
10.1 | What is Orientation? | 148 |
10.2 | Matrix Form | 149 |
10.3 | Euler Angles | 153 |
10.4 | Quaternions | 159 |
10.5 | Comparison of Methods | 179 |
10.6 | Converting between Representations | 180 |
10.7 | Exercises | 193 |
Chapter 11 | Transformations in C++ | 195 |
11.1 | Overview | 196 |
11.2 | Class EulerAngles | 198 |
11.3 | Class Quaternion | 205 |
11.4 | Class RotationMatrix | 215 |
11.5 | Class Matrix4x3 | 220 |
Chapter 12 | Geometric Primitives | 239 |
12.1 | Representation Techniques | 239 |
12.2 | Lines and Rays | 241 |
12.3 | Spheres and Circles | 246 |
12.4 | Bounding Boxes | 247 |
12.5 | Planes | 252 |
12.6 | Triangles | 257 |
12.7 | Polygons | 269 |
12.8 | Exercises | 275 |
Chapter 13 | Geometric Tests | 277 |
13.1 | Closest Point on 2D Implicit Line | 277 |
13.2 | Closest Point on Parametric Ray | 278 |
13.3 | Closest Point on Plane | 279 |
13.4 | Closest Point on Circle/Sphere | 280 |
13.5 | Closest Point in AABB | 280 |
13.6 | Intersection Tests | 281 |
13.7 | Intersection of Two Implicit Lines in 2D | 282 |
13.8 | Intersection of Two Rays in 3D | 283 |
13.9 | Intersection of Ray and Plane | 284 |
13.10 | Intersection of AABB and Plane | 285 |
13.11 | Intersection of Three Planes | 286 |
13.12 | Intersection of Ray and Circle/Sphere | 286 |
13.13 | Intersection of Two Circles/Spheres | 288 |
13.14 | Intersection of Sphere and AABB | 291 |
13.15 | Intersection of Sphere and Plane | 291 |
13.16 | Intersection of Ray and Triangle | 293 |
13.17 | Intersection of Ray and AABB | 297 |
13.18 | Intersection of Two AABBs | 297 |
13.19 | Other Tests | 299 |
13.20 | Class AABB3 | 300 |
13.21 | Exercises | 316 |
Chapter 14 | Triangle Meshes | 319 |
14.1 | Representing Meshes | 320 |
14.2 | Additional Mesh Information | 328 |
14.3 | Topology and Consistency | 330 |
14.4 | Triangle Mesh Operations | 331 |
14.5 | A C++ Triangle Mesh Class | 336 |
Chapter 15 | 3D Math for Graphics | 345 |
15.1 | Graphics Pipeline Overview | 346 |
15.2 | Setting the View Parameters | 349 |
15.3 | Coordinate Spaces | 354 |
15.4 | Lighting and Fog | 358 |
15.5 | Buffers | 372 |
15.6 | Texture Mapping | 373 |
15.7 | Geometry Generation/Delivery | 374 |
15.8 | Transformation and Lighting | 377 |
15.9 | Backface Culling and Clipping | 380 |
15.10 | Rasterization | 383 |
Chapter 16 | Visibility Determination | 385 |
16.1 | Bounding Volume Tests | 386 |
16.2 | Space Partitioning Techniques | 390 |
16.3 | Grid Systems | 392 |
16.4 | Quadtrees and Octrees | 393 |
16.5 | BSP Trees | 398 |
16.6 | Occlusion Culling Techniques | 402 |
Chapter 17 | Afterword | 407 |
Appendix A | Math Review | 409 |
Summation Notation | 409 | |
Angles, Degrees, and Radians | 409 | |
Trig Functions | 410 | |
Trig Identities | 413 | |
Appendix B | References | 415 |
Index | 417 |
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Add 3D Math Primer for Graphics and Game Development, 3D Math Primer for Graphics and Game Development covers fundamental 3D math concepts that are especially useful for computer game developers and programmers. The authors discuss the mathematical theory in detail and then provide the geometric interpretati, 3D Math Primer for Graphics and Game Development to the inventory that you are selling on WonderClubX
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Add 3D Math Primer for Graphics and Game Development, 3D Math Primer for Graphics and Game Development covers fundamental 3D math concepts that are especially useful for computer game developers and programmers. The authors discuss the mathematical theory in detail and then provide the geometric interpretati, 3D Math Primer for Graphics and Game Development to your collection on WonderClub |