Mathematics for 3D Game Programming and Computer Graphics, Second Edition (Game Development Series)
Average customer rating: 4.5 out of 5 stars
  • One of a kind
  • Great book
  • Math majors rejoice
  • Great book on the math needed for 3D games and graphics
  • An Essential Source for Robust 3D Graphics Engine Design
Mathematics for 3D Game Programming and Computer Graphics, Second Edition (Game Development Series)
Eric Lengyel
Manufacturer: Charles River Media
ProductGroup: Book
Binding: Hardcover

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Accessories:
  1. Physics Modeling for Game Programmers Physics Modeling for Game Programmers
  2. Mathematics and Physics for Programmers (Game Development Series) Mathematics and Physics for Programmers (Game Development Series)

ASIN: 1584502770

Book Description

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.

Customer Reviews:

5 out of 5 stars One of a kind.......2007-03-23


As a professional 3D graphics programmer, I can not stress enough the quality of this book. This book covers 3D math fundamentals, algorithms, and it is complete with easy to understand (!) proofs. The math is difficult because there is so many problems to be solved in 3D (and they draw from many different branches of mathematics), but it is written in such a clear way that every topic is made approachable. Unlike esoteric Ph. D papers, you aren't assumed to have any specific knowledge of math idioms or jargon. You simply need a decent grasp of college calculus and trigonometry to make the most of it. There are a few samples too to test your knowledge.

Expect to spend at least a solid year to really make the use of this book. Treat it as you would a two - three semester course in college. During this process, you'll find yourself occasionally wanting to get more practice and referring to a respective book on it.

If you could only own two books for 3D programming, buy this first and buy Ericson's book on collision detection next.

In summary, Eric Lengyel's attention to detail and mastery of 3D math / algorithms really shines and this book is an example of it.



5 out of 5 stars Great book.......2007-03-08

This book is great for anyone interested in computer graphics. Even for people who do not have a lot of math/graphics experience, this book starts you off with the basics of vectors and matrices and has exercises/solutions for each chapter. It saves you the time of looking through your old linear algebra and differential equation math books and contains the must know information you will use as a graphics programmer.

3 out of 5 stars Math majors rejoice.......2007-03-02

To be honest, while I find this book to be a decent reference, I find it to be pretty inaccessible in terms of sitting down and reading through it in an attempt to learn the concepts. As a non-math major (I'm actually an engineer and software developer) these math concepts are by no means beyond me. But rather than simply being presented with equation after equation, proof after proof, what I find a lot more valuable is more discussion on the usage of these equations. Specifically I'd like to see examples, diagrams, and code, and there is precious little of any of that in this book.

In other words, this book is very much like what you expect to find in a very dry upper devision college math text for the consumption of math majors who are used to such things. But for a non math major just trying to make use of these concepts in order to get the job done and make games? eh, not so much.

Still, I do think this book is useful as a reference when I want to look up an equation as there are a ton of them crammed into this book, but for me, I just don't find this book to be very good as a learning tool.

5 out of 5 stars Great book on the math needed for 3D games and graphics.......2006-11-27

This book illustrates the mathematics 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, visibility determination, and collision detection. 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. This book has plenty of examples and figures, making it much more illustrative than your average math book. I highly recommend it to anyone interested in implementing more advanced mathematics into their games or graphics applications. The following is the table of contents for this second edition:
Chapter 0 The Rendering Pipeline (NEW)
Chapter 1 Vectors
Chapter 2 Matrices
Chapter 3 Transforms
Chapter 4 3D Engine Geometry
Chapter 5 Ray Tracing
Chapter 6 Illumination
Chapter 7 Visibility Determination
Chapter 8 Collision Detection
Chapter 9 Polygonal Techniques
Chapter 10 Shadows (NEW)
Chapter 11 Linear Physics
Chapter 12 Rotational Physics
Chapter 13 Fluid Simulation
Chapter 14 Numerical Methods (NEW)
Chapter 15 Curves and Surfaces (NEW)
Appendix A Complex Numbers
Appendix B Trigonometry Reference
Appendix C Coordinate Systems
Appendix D Taylor Series
Appendix E Answers to Exercises

Note that there are four new chapters in this second edition.

5 out of 5 stars An Essential Source for Robust 3D Graphics Engine Design.......2004-11-21

I have not yet been able to purchase the second edition of this book. However, since it is a refinement of the first edition, I feel that I am somewhat competent to review this later version of Lengyel's text on this knowledge of the fundamental chapters which are included in both editions.

Definitely, the subject of 3D Computer Graphics draws programmers and gamers inward like a bug lamp draws insects inward. The ability to express one's own inspiring representation of the world seems to attract the deepest longings of the subcreative nature of the human person. However, the coder quickly realizes that the realization of this dream is extremely difficult due to the complexities of visualization in nature. Lengyel's text helps to break through many of these complexities.

In order to make sure that the reader is "up to speed" on the essentials in mathematics which are necessary for a 3D engine, Lengyel gives a quick, but thorough, review of Vector and Matrix operations. I was indeed impressed by the amount that he condensed into the beginning of the text. While this is far from a complete treatise on Linear Algebra, this material gives the reader the basics which will be necessary for all the other chapters. This is further augmented by his treatment of 3D geometry, its representations, and calculations relevant to it.
Using this, he treats on various subjects that are extremely important for making a lean, mean, and beautiful rendering machine.

His treatment of transformations gives the reader a base in this knowledge that is independent of the rendering context. This is an excellent approach because knowledge of how something works allows for one to use it more fully. He also goes further in introducing Quaternions and deriving rotations around any arbitrary axis.

The chapter on Ray Tracing gives the necessary background for the work done in the following chapter on illumination. While the latter is often implemented by the graphics environment that the coder is using, the full knowledge of this allows for further application in subjects such as bump mapping (which he treats) as well as reflective surface simulation.

Perhaps the most interesting and important subject covered in the text, however, is the chapter on visibility determination. Since this is critical to the speed of rendering, this topic is central to game engine design. Lengyel works through the various methods for bounding box construction as well as bounding spheres, ellipsoids, and cylinders and then explains how these can be tested against the view frustrum in order to determine if an object should even be rendered. Another chapter on various techniques which can be applied to polygons outlines procedures for reducing the complexity of meshes, without compromising quality.

The remaining chapters touch on collision detection, linear and rotational physics, and fluid simulation. These topics allow for the addion of various levels of realism to be added to 3D engines and are of importance once the rendering environment has been established. Furthermore, his appendices are a nice addition for those times when our memories fail to recall various facts.

And so, I give this book my definite approval. It is hard to come by a text so compact, yet thorough, on the foundations truly needed for 3D Graphics. These mathematical foundations allow for greater things to be explored and should interest any 3D programmer as well as individuals with a general interest in mathematics, especially in the applications of linear algebra and calculus.
3D Game Programming All in One, Second Edition
Average customer rating: 3.5 out of 5 stars
  • 3D Game Scripting with Torque Engine
  • 3D Game Programming All in One
  • I like this book quite alot
  • Do Not Buy the Second Edition of This Book
  • awesome
3D Game Programming All in One, Second Edition
Kenneth C Finney
Manufacturer: Course Technology PTR
ProductGroup: Book
Binding: Paperback

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ASIN: 1598632663

Book Description

Are you an aspiring game developer with a great idea, but no practical knowledge for turning that idea into reality? 3D Game Programming All in One is the comprehensive guide you need! This new edition updates the original coverage with the latest version of Torque from GarageGames, and provides the very best tools available to the Indie game maker. This hands-on book not only teaches the technical skills behind 3D game programming, but also provides you with the practical experience you need to create your own games. As you create a first-person shooter, you'll cover the techniques behind the programming, textures, and models that go into successful game creation. You'll also cover the Torque Engine and will learn how to integrate sound and music into your game. 3D Game Programming All in One provides you with the training, experience, and tools you need to turn your dreams of game creation into reality!

Customer Reviews:

1 out of 5 stars 3D Game Scripting with Torque Engine.......2007-09-08

DO NOT BUY THIS BOOK UNLESS ALL YOU WANT TO LEARN ABOUT IS THE TORQUE ENGINE. TORQUE.

Torque, Torque, Torque, Torque, Torque, Torque, Torque, Torque... Annoying isn't it? HA! Try reading this book.

It is NOT "all in one" it is "Torque in one". Torque. Torque is all this this dude talks about. He's completely & utterly obsessed with Torque. He should marry the freakin' engine.

3D Game Scripting with the Torque Engine is what this book should be called, because that is ALL this book is about. Torque. The title is completely misleading. I was highly disappointed with this book. Torque.

5 out of 5 stars 3D Game Programming All in One.......2007-07-13

Book arrived in new condition in a short period of time. I was very satisfied with the transaction

5 out of 5 stars I like this book quite alot.......2007-05-17

I'm a beginner and do work with Torque as my hobby. But i certainly like this book - I'm no programmer but this book is quite excellent. I'm not trying to [...] u :D This is good. I would love it move if it had colorfull pictures!!! And more decent games as examples but yeah wahtever!!! in fact i would have to pay mroe for that. Ah yeah the price is good for such book. In fact i just finished 4 chapters so i can't say much more than that but already it helped me understand hell lots.

1 out of 5 stars Do Not Buy the Second Edition of This Book.......2007-03-27

The CD does not match the book text. The first edition may have been a fine book, but this edition has not been edited to match the companion CD. I am very sorry I have bought it.

5 out of 5 stars awesome.......2007-03-24

This book was just what i was looking for. Right to the point with no walkarounds!
3D Creature Workshop, Second Edition (Graphics Series)
Average customer rating: 4 out of 5 stars
  • For the dedicated computer-based animating reference shelf
  • promises...
  • very very disappointing
  • Best 3D modeller book!
  • Great book, but not perfect.
3D Creature Workshop, Second Edition (Graphics Series)
Bill Fleming , and Richard H. Schrand
Manufacturer: Charles River Media
ProductGroup: Book
Binding: Paperback

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ASIN: 1584500212

Amazon.com

This useful book teaches you all about building lifelike creatures in a variety of 3-D programs. You learn how to create everything from fabulous monsters to action heroes by using LightWave 5.5, 3D Studio Max 2.0, and Animation:Master 5, and by applying general design principles to your work.

The book begins by helping you determine what your creature will look like by first thinking about its habitat, diet, defenses, and other traits. You choose source material and review the use of bones and single-mesh modeling. Next, the author takes you through the basics and advanced aspects of LightWave's Metaform, the polygon-smoothing feature; of 3D Studio Max's Bezier-patch modeling feature; of the 3D Studio Max plug-in, Surfacetools, for spline modeling and converting; and of Animation:Master's Hash-spline modeling feature. You're better off if you know your software fairly well, but if you don't you can still learn some useful design tips.

The final chapter is a general discussion of how to surface your characters using image maps for color, bump, specularity, and diffusion. Here you add color, scars, wrinkles, veins, light, and depth. Throughout the book you get a combination of technical discussion, usage tips, and step-by-step instruction. The included CD-ROM has project files that you use as you work along with the book. A full-color insert shows the resulting images. --Kathleen Caster

Book Description

3D creatures are everywhere -- in movies, games, comics, videos, and advertising. Some of these creatures are lifelike and realistic while others portray bizarre fantasy images. No matter which type you want to create, you'll find insightful ideas and hands-on techniques for bringing your creatures to life in this completely updated version of the best-selling 3D Creature Workshop. Whether you are just beginning in 3D modeling and animation, are a seasoned pro, or a creative hobbyist, you'll find innovative tools and techniques to enhance your creature creations.

Customer Reviews:

5 out of 5 stars For the dedicated computer-based animating reference shelf.......2001-05-20

Now in a completely updated, revised, and expanded second edition, Bill Fleming and Richard Schrand's 3d Creature Workshop offers the novice beginner or the seasoned professional with insightful ideas, tips, tricks and techniques on bringing 3D creatures to life on the computer. Detailed tutorials explain ever aspect of creature creation using a variety of programs including Amapi, Pixels, #D, Organica, Lifeforms, and working with jointed characters from Poser 4. Now anyone can learn how to effectively create landscapes and environments using Bryce 4, Vue d'Espirit 3, and World Construction Set, as well as generate high quality image maps using DarkTree textures. A companion CD-ROM includes images and support materials for all the tutorials, a demo version of Amapi 3D; and a great deal more. Comprehensive, "learner friendly", 3d Creature Workshop is a highly recommended addition to the dedicated computer-based animating reference shelf.

3 out of 5 stars promises..........2001-03-24

It's not really updated. Probably you won't read the whole book but only a few chapters. I find useful the chapter on design creatures and the one about max. Basically 1 chapter about lightwave, 1 about 3ds max and 1 about Animation master. The others one talk about minor programs so they are useless. You can save a lot of money searching on the net for specific tutorials. I'm sure yo'll find what you're looking for :)

1 out of 5 stars very very disappointing.......2001-02-24

This book is very much a rehash of the last book printed in 1998. It includes the same tutorials used in that book. The patch modeling tutorial in this book even states that it is for max 2 (though the book cover says "updated for new versions of max" which now is version 4. He has added a few token tutorials for other programs such as Amapi and Darktree Textures...but it is not worth getting if you have the old book. I am disappointed that Mr. Flemming could not take the time to write a few new tutorials and truly update this book like the cover says. This book should be categorized as a reprint. If you are looking for uptodate tutorials, I suggest you search on the internet.

5 out of 5 stars Best 3D modeller book!.......2000-09-23

If you have any of the programs listed for the tutorials in thebook you should buy this book.

The tutorials are in a way, that itdoesn't matter what 3D program you're using (either in the book ornot), they're easily readable into the 3D program you have. I have 3DStudio MAX 2.5/R3, and I use the spline modelling tools all the timenow that I've mastered them, somewhat. The entire book is great forbeginners, refreshing intermediates, and masters. Has some basicpoly-editing for those who use MeshSmooth. Patch modelling for thosewith MAX, and Spline/Surface tools for Animation Master. The onlyregret I'd see from the book is NURBS modelling. Would have liked totried a tutorial or two using that method.

I would have liked a moredetailed poly-editing tutorial. Something more along an advanced onefor high quality character editing like what was done for the splineediting chapters. Something other that just a fish would have beennice. Though it's still a great book to be worth 5 stars.

So gopick it up! :)...

4 out of 5 stars Great book, but not perfect........1999-08-12

This book goes far beyond the scope of "awesome". The examples and tutorials in this book are amazing to say the least. I am a 3D Studio MAX user and fairly beginner as well. After reading the book several times through, I set out to try the tutorials. The first 3DSMAX tutorial was boggling to me, if you are not familiar with b-splines and patches, consider working with them before you get this book. After about 3 hours, I was handling patches quite well. I had learned to make a virtual studio, lay out patches, and form them to match my outline. The book shows you how to do the work, and the rest is just experimentation. After using the 3DSMAX tutorials, I went on and tried the A:M and LW tutorials. I'm happy to say that with a few extra plugins, easily found on the 'net, one can easily do in MAX what others can do in the other tutorials. How exciting. Still, the book has some of it's own faults, and can be confusing at times, if you are a true beginner.
3D Computer Graphics, Second Edition
Average customer rating: Not rated
    3D Computer Graphics, Second Edition
    Andrew S. Glassner
    Manufacturer: Green Editorial
    ProductGroup: Book
    Binding: Paperback

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    ASIN: 1558213058

    Book Description

    An introduction to the principles and hardware used to create three dimensional images and animations.
    Animating Facial Features & Expressions, Second Edition (Graphics Series)
    Average customer rating: 5 out of 5 stars
    • Developers are assured of the latest techniques and tricks
    Animating Facial Features & Expressions, Second Edition (Graphics Series)
    David Kalwick
    Manufacturer: Charles River Media
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    5 out of 5 stars Developers are assured of the latest techniques and tricks.......2006-08-05

    David Kalwick's Animating Facial Features & Expressions 2nd Edition completely updates the prior title on the topic to include the latest tools and resources. It's written for 3D artists and designers with an entire focus on one of the most difficult aspects of programming effectively: animating expressions. With two new chapters on using 2DS Max and Maya and new coverage of other hot programs, developers are assured of the latest techniques and tricks.
    3D Modeling in AutoCAD, Second Edition
    Average customer rating: Not rated
      3D Modeling in AutoCAD, Second Edition
      John E. Wilson
      Manufacturer: CMP
      ProductGroup: Book
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      ASIN: 1578200911

      Book Description

      * For AutoCAD 2004, 2002, and 2000 users Take your AutoCAD skills to the next level -- master its 3D modeling capabilities. Using the same 2D commands and tools you are accustomed to drafting with, you can actually construct the object you are designing.

      Extend your AutoCAD expertise with a command of its powerful 3D capabilities. Learn the concepts and principles of the program's 3D features with useful illustrations, examples and hands-on exercises for every one of the 3D commands.
      Character Animation: 2D Skills for Better 3D, Second Edition
      Average customer rating: Not rated
        Character Animation: 2D Skills for Better 3D, Second Edition
        Steve Roberts
        Manufacturer: Focal Press
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        Improve your character animation with a mastery of traditional principles and processes including weight and balance, timing, walks, birds, fish, snakes, four legged animals, acting and lip-synch. Traditional animation skills and techniques are presented in both 2D and 3D space. The companion CD features demonstration animations and exercises conducted in each of the major animation packages including 3ds Max, LightWave, Maya, and XSI Softimage.

        * Readers will achieve improved 3D animation with a practical understanding of foundational animation skills
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        4. The Smoke Room: A Novel of Suspense
        5. Watchdogs of Democracy
        6. Chinese Herbal Medicine: Materia Medica, Third Edition
        7. A Native American Encyclopedia: History, Culture, and Peoples
        8. Shakespeare's Advice to the Players
        9. The Sea Brings it Forth
        10. Japan Business & Investment Opportunities Yearbook