![]() ![]() While the mathematics are rigorous and perhaps challenging at times, Van Verth and Bishop provide the context for understanding the algorithms and data structures needed to bring games and VR applications to life. Essential Mathematics for Games and Interactive Applications provides this perspective. When rendering times are measured in milliseconds rather than hours, you need an entirely different perspective. With this in mind, the techniques most useful for developing production-quality computer graphics for Hollywood blockbusters are not the best choice for interactive applications. The best performance comes not from superfast processors and terabytes of memory, but from well-chosen algorithms. ![]() Everything is here, from the detailed numeric issues of IEEE floating point notation, to the correct way to use quaternions and spherical linear interpolation to represent orientation, to the mathematics of collision detection and rigid-body dynamics." -David Luebke, University of Virginia, co-author of Level of Detail for 3D Graphics "When it comes to software development for games or virtual reality, you cannot escape the mathematics. Fledgling graphics and games developers will find it a valuable introduction experienced developers will find it an invaluable reference. Highly Recommended." -Rick Wayne from a review in Software Development Magazine "This excellent volume is unique in that it covers not only the basic techniques of computer graphics and game development, but also provides a thorough and rigorous-yet very readable-treatment of the underlying mathematics. ![]() Shelve it near your desk, next to your Foley and your Knuth. Short version: If you program graphics, let alone games, you need this book. "Not only is it an excellent introduction for someone who needs to come up-to-speed on the math behind games and graphics, it's a well-organized reference for anyone in the field. ![]()
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