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	|   |   | Mathematics for 3D Game Programming and Computer Graphics, Second EditionEric Lengyel, 2004.
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|  |  Chapter 0: The Rendering Pipeline
 Graphics Processors
 Vertex Transformation
 Rasterization and Fragment Operations
 
 Chapter 1: Vectors
 Vector Properties
 Dot Products
 Cross Products
 Vector Spaces
 
 Chapter 2: Matrices
 Matrix Properties
 Linear Systems
 Matrix Inverses
 Determinants
 Eigenvalues and Eigenvectors
 Diagonalization
 
 Chapter  3: Transforms
 Linear Transformations
 Scaling Transforms
 Rotation Transforms
 Homogeneous Coordinates
 Transforming Normal Vectors
 Quaternions
 
 Chapter  4: 3D Engine Geometry
 Lines in 3D Space
 Planes in 3D Space
 The View Frustum
 Perspective-Correct Interpolation
 Projections
 
 Chapter  5: Ray Tracing
 Root Finding
 Surface Intersections
 Normal Vector Calculation
 Reflection and Refraction Vectors
 
 Chapter  6: Illumination
 RGB Color
 Light Sources
 Diffuse Lighting
 Texture Mapping
 Specular Lighting
 Emission
 Shading
 Bump Mapping
 A Physical Reflection Model
 
 Chapter  7: Visibility Determination
 Bounding Volume Construction
 Bounding Volume Tests
 Spatial Partitioning
 Portal Systems
 
 Chapter  8: Collision Detection
 Plane Collisions
 General Sphere Collisions
 Sliding
 Collision of Two Spheres
 
 Chapter  9: Polygonal Techniques
 Depth Value Offset
 Decal Application
 Billboarding
 Polygon Reduction
 T-Junction Elimination
 Triangulation
 
 Chapter  10: Shadows
 Algorithm Overview
 Infinite View Frustums
 Silhouette Determination
 Shadow Volume Construction
 Determining Cap Necessity
 Rendering Shadow Volumes
 Scissor Optimization
 
 Chapter  11: Linear Physics
 Position Functions
 Second-Order Differential Equations
 Projectile Motion
 Resisted Motion
 Friction
 
 Chapter  12: Rotational Physics
 Rotating Environments
 Rigid Body Motion
 Oscillatory Motion
 
 Chapter  13: Fluid Simulation
 The Wave Equation
 Approximating Derivatives
 Evaluating Surface Displacement
 Implementation
 
 Chapter  14: Numerical Methods
 Linear Systems
 Eigenvalues and Eigenvectors
 Ordinary Differential Equations
 
 Chapter  15: Curves and Surfaces
 Cubic Curves
 Hermite Curves
 B�zier Curves
 Catmull-Rom Splines
 Cubic Splines
 B-Splines
 Bicubic Surfaces
 Curvature and Torsion
 
 Appendix A: Complex Numbers
 Definition
 Addition and Multiplication
 Conjugates and Inverses
 The Euler Formula
 
 Appendix B: Trigonometry Reference
 Function Definitions
 Symmetry and Phase Shifts
 Pythagorean Identities
 Exponential Identities
 Inverse Functions
 Laws of Sines and Cosines
 
 Appendix C: Coordinate Systems
 Cartesian Coordinates
 Cylindrical Coordinates
 Spherical Coordinates
 Generalized Coordinates
 
 Appendix D: Taylor Series
 Derivation
 Power Series
 The Euler Formula
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