Mathematics for 3D Game Programming and Computer Graphics
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Table of Contents

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.

About the Author

Eric Lengyel is a veteran of the computer games industry with over 16 years of experience writing game engines. He has a PhD in Computer Science from the University of California at Davis and an MS in Mathematics from Virginia Tech. Eric is the founder of Terathon Software, where he currently leads ongoing development of the C4 Engine.

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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.

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