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Mathematics for 3D Game Programming and Computer Graphics Third Edition Textbook

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Condition:
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Ended: Jun 30, 2024 23:41:47 SGT
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    Located in: Cranberry Township, Pennsylvania, United States
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    eBay item number:256486344571
    Last updated on May 30, 2024 00:43:21 SGTView all revisionsView all revisions

    Item specifics

    Condition
    Very Good: A book that has been read but is in excellent condition. No obvious damage to the cover, ...
    Brand
    Unbranded
    MPN
    Does not apply
    Subject
    Programming / Games, Computer Graphics, General
    ISBN
    9781435458864
    Subject Area
    Computers
    Publication Name
    Mathematics for 3d Game Programming and Computer Graphics
    Publisher
    Course Technology
    Item Length
    9.4 in
    Publication Year
    2011
    Type
    Textbook
    Format
    Hardcover
    Language
    English
    Item Height
    1 in
    Author
    Eric Lengyel
    Features
    Revised
    Item Weight
    36.1 Oz
    Item Width
    7.6 in
    Number of Pages
    624 Pages

    About this product

    Product Identifiers

    Publisher
    Course Technology
    ISBN-10
    1435458869
    ISBN-13
    9781435458864
    eBay Product ID (ePID)
    99637158

    Product Key Features

    Number of Pages
    624 Pages
    Language
    English
    Publication Name
    Mathematics for 3d Game Programming and Computer Graphics
    Subject
    Programming / Games, Computer Graphics, General
    Publication Year
    2011
    Features
    Revised
    Type
    Textbook
    Subject Area
    Computers
    Author
    Eric Lengyel
    Format
    Hardcover

    Dimensions

    Item Height
    1 in
    Item Weight
    36.1 Oz
    Item Length
    9.4 in
    Item Width
    7.6 in

    Additional Product Features

    Edition Number
    3
    Intended Audience
    Scholarly & Professional
    LCCN
    2011-924487
    Reviews
    Preface.1. The Rendering Pipeline.2. Vectors.3. Matrices.4. Transforms.5. 3D Engine Geometry.6. Ray Tracing.7. Illumination.8. Visibility Determination.9. Collision Detection.10. Polygonal Techniques.11. Shadows.12. Linear Physics.13. Rotational Physics.14. Fluid Simulation.15. Numerical Methods.16. Curves and Surfaces.Appendix A: Complex Numbers.Appendix B: Trigonometry Reference.Appendix C: Coordinate Systems.Appendix D: Taylor Series.Appendix E: Answers to Exercises.
    Dewey Edition
    23
    Illustrated
    Yes
    Dewey Decimal
    794.8/1526
    Table Of Content
    Preface. 1. The Rendering Pipeline. 2. Vectors. 3. Matrices. 4. Transforms. 5. 3D Engine Geometry. 6. Ray Tracing. 7. Illumination. 8. Visibility Determination. 9. Collision Detection. 10. Polygonal Techniques. 11. Shadows. 12. Linear Physics. 13. Rotational Physics. 14. Fluid Simulation. 15. Numerical Methods. 16. Curves and Surfaces. Appendix A: Complex Numbers. Appendix B: Trigonometry Reference. Appendix C: Coordinate Systems. Appendix D: Taylor Series. Appendix E: Answers to Exercises.
    Edition Description
    Revised edition
    Synopsis
    Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus. Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book's companion website provides sample code illustrating the mathematical and physics topics discussed in the book.
    LC Classification Number
    QA76.76.C672

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    fastshiptoyou888

    fastshiptoyou888

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