Read e-book online 3D Math Primer for Graphics and Game Development, 2nd PDF

By Fletcher Dunn

ISBN-10: 1568817231

ISBN-13: 9781568817231

This attractive booklet offers the fundamental arithmetic had to describe, simulate, and render a 3D global. Reflecting either educational and in-the-trenches sensible adventure, the authors train you the way to explain items and their positions, orientations, and trajectories in 3D utilizing arithmetic. The textual content offers an advent to arithmetic for online game designers, together with the basics of coordinate areas, vectors, and matrices. It additionally covers orientation in 3 dimensions, calculus and dynamics, snap shots, and parametric curves.

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Additional resources for 3D Math Primer for Graphics and Game Development, 2nd Edition

Example text

In many cases, displacements are from the origin, and so the distinction between points and vectors will be a fine one. However, we often deal with quantities that are not relative to the origin, or any other point for that matter. In these cases, it is important to visualize these quantities as an arrow rather than a point. ” Keep in mind that any point can be represented as a vector from the origin. 3 But we do know our position relative to the nearest Taco Bell. 4. 4 Such hardliners will tell you, for example, that while you can add two vectors (yielding a third vector), and you can add a vector and a point (yielding a point), you cannot add two points together.

To be more precise, decibels are used to measure the ratio of two power levels. If we have two power levels P1 and P2 , then the difference in decibels between the two power levels is 10 log10 (P2 /P1 ) dB. So, if P2 is about twice the level of P1 , then the difference is about 3 dB. Notice that this is a relative system, providing a precise way to measure the relative strength of two power levels, but not a way to assign a number to one power level. In other words, we haven’t established any sort of absolute reference point.

4 Such hardliners will tell you, for example, that while you can add two vectors (yielding a third vector), and you can add a vector and a point (yielding a point), you cannot add two points together. We admit that there is some value in understanding these distinctions in certain circumstances. 5 Whether it makes the code cleaner or easier to understand is a highly subjective matter. Although this book does not use different notations for points and vectors, in general it will be clear whether a quantity is a point or a vector.

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3D Math Primer for Graphics and Game Development, 2nd Edition by Fletcher Dunn


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