6 internautes sur 7 ont trouvé ce commentaire utile
- Publié sur Amazon.com
This is my 1st book on the subject which I have some prior knowledge.
1. You don't make computer graphics or games ; thus can't practice this
way with this book alone.
2. It covers an extensive amount of math, uses lots of math formulas , &
some calculus. Certain sections especially later get complex &
difficult to grasp. If studied alone & you're a new learner, the book
will probably be a bit too hard & at time overwhelming for you.
1. A valuable stand-alone reference book ; useful as a complementary book.
2. Excellent coverage on this subject which definitely contains the
essentials; notably strong in presenting the fundamentals. For instance,
Coordinate Systems, Vectors & Matrices are important concepts in 3D for
Computers. This information among others is written very well, thorough
& has lots of examples . I understand determinants now & calculus
3. It explains how graphics work & has useful gaming info. like physics,
Some Favorites: fundamentals, calculus, bezier curves, some chapter exercises, code snippets,
Prepare to get your feet wet should you read this book all the way through. This Primer book intended not to include making Computer Graphics or Games. Its main objective is to teach you in detail how to describe an object's position, orientation, & trajectory on a 2d, 3d coordinate space.
The easiest & best way for beginners to start this new learning of math is to first read a book such as Frank Luna's "Introduction to 3D Game Programming with DirectX 11" which integrates 3D Math , Graphics & Game Programming all in one. In comparison to the Primer in terms of the math, Frank's book makes it easier to learn the 3D math because it's lighter, less technical on it & lets you visually practice it with computer graphics. You'll find math learning thus more understandable, interesting & pleasant to work with.
I went the harder way yet I enjoyed reading this book very much. The authors did an exceptional job writing it. They certainly have expertise in 3d Math & painstakingly lay the ground work for you in the 2nd Edition of this Primer. Their writing style is clear , easy going in many parts & along the way has some humor. Throughout, you reinforce your learning by things like helpful tips, repeated content, code snippets (in C) as well as chapter exercises with their answers to help you practice them. Watch out, some exercises are challenging. For more information about the book go to [...] .
Improvements: 1. difficult parts, formulas need better explaining & with more examples please
2. To appreciate the math more, make this book work hand in hand with a Graphics Book like Frank Luna's.
Here's a Snapshot Overview of Many Things To Learn
Cartesian Coordinate System- origin, axis -uses left-handedness
Vectors - arithmetic, dot & cross product
Linear Algebra - mathametic definition & geometric
interpretation of things
Multiple Coordinate Spaces- basis vectors , transformations , nested
Upright Space - authors' defined Transitioning Space to help
you in the study of 3D Math
Matrices - linear transformations, determinant , inverse,
projection (homogenous & perspective)
Polar Coordinate Systems
Rotations in 3 Dimensions- matrix, Euler , axis angle & exponential map,
quaternions : (comparison, conversion among
Geometric Primitive- representation techniques, lines, rays,
spheres, circles, bounding boxes, planes,
3D Graphics - how graphics work, viewing 3d, coordinate
spaces, polygon meshes, texture mapping,
standard local lighting model, light sources,
skeletal animation, bump mapping,
Real Time Graphics Pipeline, HLSL (code)
Linear Kinematics- basic quantities, units, velocity (average,
instantaneous), derivative, acceleration,
motion under constant acceleration,
uniform circular motion
Calculus- integral, differential
Linear & Rotational Dynamics- Newton's 3 laws, some simple force laws,
momentum, impulsive forces & collisions,
real-time rigid body simulators
Curves in 3D- parametric polynomial curves, polynomial
interpretation, hermite, bezier, splines,
continuity, automatic tangent control
Intersection formulas: Closest Points:
1. on a 2D implicit line
2. on a parametric ray
4. on a circle & a sphere
5. closest point in an AABB
(axis-aligned bounding box)
1. Tests you can use
2. 2 implicit 2D lines
3. 2 rays in 3D
4. ray & a plane
5. AABB & a plane
6. 3 planes
7. ray & a circle or sphere
8. 2 circles or spheres
9. sphere & AABB
10. sphere & a plane
11. ray & a triangle
12. 2 AABBs
13. ray & a AABB
Errata- As of this data not found on the errata web page.
Corrected form is listed here: P =paragraph,  = where mistake found.
244 1st P [it is] possible........
246 last P euphemistic
358 1st sentence [Dirac] delta
456 in 4 Alpha test: ......may not cause any change [to] the frame buffer..
489 2nd P ... even if it was [in] motion...
548 3rd P .....we wish [to] measure...
600 2nd P ....we've also included a perfectly [elastic] collision.....
660 2nd column of polynomials [ l 2 ] (t1) = 0