3D Math Primer for Graphics and Game Development (Wordware Game Math Library) (英語) ペーパーバック – 2002/6/15
Kindle 端末は必要ありません。無料 Kindle アプリのいずれかをダウンロードすると、スマートフォン、タブレットPCで Kindle 本をお読みいただけます。
Ian Parberry is a professor of computer science at the University of North Texas and is internationally recognized as one of the top academics teaching computer game programming with DirectX. He is also the author of Learn Computer Game Programming with DirectX 7.0 and Introduction to Computer Game Programming with DirectX 8.0.
|星5つ 62% (62%)||62%|
|星4つ 22% (22%)||22%|
|星3つ 8% (8%)||8%|
|星2つ 9% (9%)||9%|
|星1つ 0% (0%)||0%|
However, in its simplicity it seems to obscure a few things. There seemed to be a few minor mistakes in it, and things which just weren't terribly well defined. As such, it's OK, and I'm sure it can still be helpful for some readers, but I would recommend using it alongside something a bit more solid, such as "Essential Mathematics for Games and Interactive Applications: A Programmer's Guide".
The game programmer has alot of focus on making the material understandable, and the professor has focus on the mathematically correct semantics. Unlike other books, that teaches game programming (of which many have an author with his strength on either field), this book has the right blend of understandable text parred with the right mathematical semantics.
Furthermore the text is supported by code, so if you are shaky on some of the math, you can see the implementation in C++ code.
As a total math newbie, this book helped me alot, and today I understand totally and in detail what is going on in my 3D programming.
An ABSOLUTE MUST, if you want to learn 3D on top level.
One thing I really didn't like about the book was that the exercises were left to be done at the end of each chapter. The problem with this approach was that some chapters expanded across many pages packed with information you needed to know and thus, like a traditional maths book I would have liked to practice a few questions after each topic and not after a whole chapter.
Ich bin selber in Mathe ziemlich schwach, aber das Buch schafft es die Vektoren, Matrizien und sogar Quaternions so verständlich zu erklären, dass man dann die Ideen selber implementieren kann.
Die beiden Autoren kommen von verschiedenen Umfeldern; der eine ist ein Profi-Spiele-Programmierer, der andere ein Uni-Professor. Das ist eine gute Kombination, sodass die komplizierte 3D-Theorie und die Praxis der Implementierung des Codes wirklich außerordentlich gut und verständlich erklärt werden.
So konnte ich z.B. einfach das Beispiel aus dem Buch abtippen wie man eulersche Winkel in die Quaternions konvertiert. Oder wie man zwischen zwei Quaternions interpoliert - sehr praktische Sachen für die 3D-Spiele.
All in all - the book holds what it promises.
Reading further on into geometric principles and intersections it becomes apparent that the author seems to have forgotten all about the first half of the book and is quickly rambling on using terms and symbols not previously referred to and thus will more than likely lose anyone without a mathematics degree.
Most of the articles here are locatable on the internet if you know how to use a search engine, and described in a much more user friendly way.
There is virtually no pseudocode in the book, and only around 50 pages out of 400 cover 3D graphics in practice, and then in little depth.
The only people who will get anything from this book are people with a degree in Computer Science (and they will probably know 3D maths already).
The concepts are clearly explained and the writer has a nice conversational style that does not become too chatty. He quickly moves to the meat of the subject and each concept builds on the previous for greater understanding. The book was not nearly as tedious as I feared it would be and I actually found my self becoming absorbed in the material.
This book is exactly what it claims to be; a primer in 3D math. It is not a all encompassing reference but does a good job explaining and building on the basics. Exactly what I needed.
Some parts of the book were really fast-reading, while others slowed me down to a halt with the math and programming. There were two parts in the book that it was getting hard and I had to skip to the next chapter where it wasn't quite as deep. the last chapters on matrices and quaternions were the two that stick out in my mind.
It is great that it gets into more detail with those areas, but a little frustrating if you haven't studied very much linear algebra. I will be re-reading those sections again after a little time has passed.
It covers matrices, vectors, and rotations in more details, while it skims over more advanced concepts such as binary space partition trees and inverse kinematics. It gives some good book references at the end if you are interested in books further.
It was a great foundational book in my opinion.
The book assumes no prior knowledge of linear algebra, and teaches you from the ground up the critical concepts behind 3d engines. At the end of the book, I was able to write my own software engine implementing many of the concepts talked about in the text, having absolutely no prior knowledge of any of the concepts before.
Knowledge of the concepts presented in this book are absolutely critical to you being able to understand and use graphics apis such as direct x. This book will demystify what goes on inside a 3d engine, and will clearly detail to you the steps required to render a scene. Of course, it can't teach you everything, but by the time you have read it you will have a good working knowledge of what it takes to write a decent 3d engine. Definately worth it - you've got to know this material eventually, and this book is a good choice.