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Mathematics for 3D Game Programming and Computer Graphics, Second Edition
Eric 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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