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Mathematics for 3D Game Programming and Computer Graphics (Anglais) Relié – 22 juin 2011

5.0 étoiles sur 5 1 commentaire client

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Book by Lengyel Eric

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Format: Relié Achat vérifié
J'ai reçu ce livre il y a un mois en parfait état, quant au contenu du livre, il est clair, précis, et le traitement du sujet est progressif. Je le recommande.
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Commentaires client les plus utiles sur Amazon.com (beta) (Peut contenir des commentaires issus du programme Early Reviewer Rewards)

Amazon.com: 4.0 étoiles sur 5 53 commentaires
43 internautes sur 44 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 The definitive guide for 3D math 16 janvier 2012
Par Patrick Rouse - Publié sur Amazon.com
Format: Relié Achat vérifié
As a word of warning, do not purchase this book expecting it to teach you math fundamentals. If you do not have a background of at least algebra and trigonometry (and preferably a bit of calculus), you owe it to yourself to pick up another book and brush up on these fundamentals. While there are a few appendices covering a handful of topics, they are less about explaining the topic and more of reference pages.

Mathematics for 3D Game Programming and Computer Graphics is an excellent reference book for anyone doing 3D work. The topics are very to the point and few pages are wasted explaining basic math principles (hence the warning about having a decent math background). The book probably won't teach anyone who doesn't know they underlying principles but will be your go-to reference for any algorithm you implement.

The book starts with the reviews of the requisite vector, matrix, transformation (including rotations by quaternions) and basic geometry for a view frustum, but quickly dives into more advanced topics. Ray tracing is covered for all areas of use, from light maps to reflections. The lighting chapter covers texturing using several map types as well as lighting models with a very enjoyable discussion of specular reflection models.

Solid chapters on culling using bounding volumes and portal systems, shadowing and curve algorithms round out the first half of the book. The second half is devoted to the mathematics of physics, with chapters on basic collision detection, linear and rotational physics. The simulation of fluids and cloth (one of the more difficult physical models to accurately compute in a game) gets it's own chapter and it's a highlight for anyone implementing character clothing animation or a realistic water volume.

Every chapter has exercises (with and appendix of answers) to reinforce the material. The C++ and GLSL shader code is available on the books companion website ([...]) much of which forms the basis for the math classes of the authors own engine.

Anyone who needs a math reference book for 3D would do well to own this book. If you are writing your own engine, you owe it to yourself to pick up what will be the only math book you will need. While many technical books do not age well, this hardcover book will last through many late-night coding sessions both physically and with regard to the material within at a low price point. Never again will you have to scour through your old textbooks or search online for the algorithm you are trying to implement. The author has done the impossible; make a truly terrific math textbook.
3 internautes sur 3 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 The Mathematics for Gaming Models and Physics Emulation 8 juin 2014
Par Robin T. Wernick - Publié sur Amazon.com
Format: Relié Achat vérifié
I have seen some of the mathematics for modelling physical models listed in other books but never comprehensively collected as it has been here. Also, this book has the best explanation of matrix multiplication for model rotation that I have ever seen in a book. Some C code is included to show how to get the mathematics to work on a computer, but the code is minimal and you need to have a few years of programming experience to transfer the lessons shown here into a practical programming.

I also want to give the book a huge plus for showing how to use Quaternions for vector rotation in the chapter(4) on vector transforms. If you want to avoid the evil "gimbal lock event" from jamming your model's rotation, this is the best way to program your model to turn.

There are 16 chapters and 2 appendices that can give you a solid understanding of how to be a great computer modeler. In 530 pages you have everything you need to make your birds look real and fly in flocks, make your rail car rise up and accelerate down the track, or animate a rock warrior in battle and make him explode or dissolve convincingly.

To make use of the mathematics contained here you will probably need a GPU to run your animations and you will need to program in OpenCL or CUDA to get the animations running quickly in DirectX or OpenGL .

This is about two college semesters of study contained between the covers, but if you want to be great you have to get serious about knowing your craft.
4 internautes sur 4 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 A good reference 29 octobre 2012
Par 123 - Publié sur Amazon.com
Format: Relié Achat vérifié
I was disappointed that this book is more of a reference and not something that used exercises and examples to facilitate learning.

-2 stars for being a hammer when I needed a screwdriver? Perhaps. But then maybe I'm taking off 2 stars because the title and description do not make it clear that this is a reference.

However if you are looking for a reference, this is definitely the book for you! I own a few 3d game engine math books and have done an in depth comparison. This is a very complete reference.

I would also like to add that this book is EXTREMELY TOUGH. I was very impressed with the toughness of the binding, thickness of pages and quality of print. All in all this is probably one of the highest quality books I have owned, from a physical standpoint.
2 internautes sur 2 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 Good textbook 31 mars 2013
Par Clockwork - Publié sur Amazon.com
Format: Relié Achat vérifié
I have seen a few books on that subject (mathematics in the context of game programming) and this is by far the best i have seen. Though it could have been a little more formal, it does a very good job at explaining key concepts in an intuitive manner appropriate good illustrations. In my opinion, this should not be your only book on the subject but it is definitely a good addition to your library.
1 internautes sur 2 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Awesome Coverage Of 3D Math. A Must Read for Graphics Programming. 29 avril 2014
Par A. M. Hernandez - Publié sur Amazon.com
Format: Relié Achat vérifié
Mathematics for 3D Game Programming and Computer Graphics by Eric Lengyel is one of those books I have literally been eyeing for years and just never got around to reading. If you are not familiar, Eric Lengyel is the creator of the C4 Engine, and also the author of various game development books. He is well regarded in the community, so I assumed this was a must read title. After reading it, I still agree; it’s an excellent source of knowledge.

The book covers the basic stuff you would expect from a 3D math book: vectors, matrices, quaternions, intersections between various types of geometry, visibility, etc. Great, so the bases are covered. Lengyel goes a bit further, though, and discusses other topics that are very important in computer graphics. For example: lighting and shadowing, decals, curved surfaces, and physics (including fluid and cloth simulation). So a decent amount of topics are covered, but the chapters are still brief enough to finish each in one sitting.

While there are some implementation examples, the text is pretty light on the code. The code that is here is mostly based around OpenGL, however the concepts should still translate to DirectX. Not a huge issue. When needed, he does show code samples, but most of the copy is dedicated to math discussion and the equations.

Granted, some of the equations and proofs were dense and hard to follow. This was made worse by the fact that I was reading this on the Kindle, and the equations were made up of small images you couldn’t zoom in on. Having said that, I still understood most of the concepts, but there were a few times I felt overwhelmed. I can’t really fault the author for that, since his written explanations were all very clear and concise. It’s just some of the content is deep and complex, so be prepared.

All in all, I found this to be a great resource and you can never know enough math in this field. Unfortunately, I will still probably have to look up some of the equations online or in other books due to the low quality of the images in the e-book. But this is a minor complaint compared to the amount of information backed in this title. I would recommend this.
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