[book][0001]Mathematics for 3D Game Programming and Computer Graphics
2008-11-29 23:52
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Overview of the book:
Chapter 0: The Rendering Pipeline
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
Chapter 11: Linear Physics
Chapter 12: Rotational Physics
Chapter 13: Fluid Simulation
Chapter 14: Numerical Methods
Chapter 15:Curves and Surfaces
Chapter 0: The Rendering Pipeline
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
Chapter 11: Linear Physics
Chapter 12: Rotational Physics
Chapter 13: Fluid Simulation
Chapter 14: Numerical Methods
Chapter 15:Curves and Surfaces
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