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Good Book on 3D Math

Started by August 25, 2003 06:02 PM
5 comments, last by Michael31 21 years, 5 months ago
Hello...Does anyone have a preference on a good book to learn the theory on 3D without a lot about programming...I have a bunch of books on Direct X and OpenGL but I was wondering about a book to go in depth in the math end of it...I have done alot with 2D with DirectDraw and sprites but I wanna move on to 3D...A link to Amazon.com or title would be greatly appreciated...Thanks
There are quite a few good books out there.

A random decent pick that doesn''t get too deep too soon is "Mathematics for Computer Graphics Applications" by M.E.Mortenson. Industrial Press. ISBN: 0-8311-3111-x

No program code at all. No algorithms. Just the maths.

Chapters:

1. Vectors
2. Matrix Methods
3. Transformations
4. Symmetry and Groups
5. Limit and Continuity
6. Topology
7. Halfspaces
8. Points
9. Lines
10. Planes
11. Polygons
12. Polyhedra
13. Constructive Solid Geometry
14. Curves
15. The Bezier Curve
16. Surfaces
17. Computer Graphics Display Geometry
18. Display and Scene Transformations


I''d probably partner that with something that covers the commonly used graphics algorithms too. Probably: Realtime Rendering (Moller & Haines) or Computer Graphics Principles & Practice (Foley, Van Dam et al). [Ideally both]

Also worth brushing up on your calculus, algebra, trig etc

There are other books that will come in handy for certain areas - depending on your interests.

--
Simon O''Connor
3D Game Programmer &
Microsoft DirectX MVP

Simon O'Connor | Technical Director (Newcastle) Lockwood Publishing | LinkedIn | Personal site

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Thanks...After I posted my message I saw up on the page a link to the book section and it showed a pretty good selection of books...Thanks for the reply...I don''t wanna jump right into it thinking I''ll make the next Doom 4 or Quake 5, I am a long way away from that.
"Mathematics for 3D Game Programming and Computer graphics" by Eric Lengyel, there is NOT a better book, and if you think you have found a better math book you are wrong

but it''s an extremely tough read

vectors
matrices
transforms
3d engine geometry
ray tracing
illumination
visibility determination
collision detection
polygonal techniques
linear physics
rotational physics
fluid simulation
Why don't alcoholics make good calculus teachers?Because they don't know their limits!Oh come on, Newton wasn't THAT smart...
there will be

Game Physics by David Eberly. Can''t wait. It will probably build upon the book you recommend.

Everything is better with Metal.

I am also searching for a good book on 3D math, and I was wondering whether any of you could recommend "3D Math Primer for Graphics and Game Development"?

And how does it compare to "Mathematics for 3D Game Programming and Computer Graphics" that shadow mentioned?
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The book that S1CA mentioned is a very good book, and a very easy read. I highly recommend that.

Eberly is writing a physics book? Sweet, I might get that when it''ll be out. Though one thing I''ve noticed when reading his books in that the notation is too cryptic, and he doesn''t explain what he''s doing very well. Many a time I''ve asked someone about a bit of maths in his game design book, and it''s actually been quite simple, or it took me a few reads to actually realise that he''s going on about something that I''ve studied before ( again, not particularly complex ).

You have to remember that you''re unique, just like everybody else.
If at first you don't succeed, redefine success.

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