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Même si le livre reprend beaucoup de base mathématique (opérations sur les vecteurs:produit scalaire, vectoriel; operations sur les Matrices...) avec quelques exercices (trop peu?) avec solution, je recommande quand même ce livre aux personnes ayant au moins un niveau bac / bac+1 en math/physique pour bien tout comprendre.
The notation used in the book is modern and consistent, and the code samples clearly written. I believe this is the first volume to combine complete mathematical explanations of essential 3D computer graphics operations with practical advice on how to implement the sometimes complex math efficiently in real-time systems.
The chapters on picking and collision detection are also complete and include practical advice on implementation in addition to the theory behind it.
This is not a book for most high school math students - the author assumes you've at least been through some higher level math and can talk the basic language of mathematics. However, it does not presuppose that you are familiar with anything but basic calculus, and more importantly, it doesn't assume that you're familiar with some quirky notational system specific to the author. I haven't been in a math class for ten years, but I had no trouble understanding any concepts introduced in this book upon the first read.
I don't forsee this volume leaving my desk anytime soon!
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