Front Cover; Essential Mathematics for Games and Interactive Applications; Copyright Page; About the Authors; Table of Contents; Preface; Introduction; Chapter 1. Real-World Computer Number Representation; Chapter 2. Vectors and Points; Chapter 3. Matrices and Linear Transformations; Chapter 4. Affine Transformations; Chapter 5. Orientation Representation; Chapter 6. Viewing and Projection; Chapter 7. Geometry and Programmable Shading; Chapter 8. Lighting; Chapter 9. Rasterization; Chapter 10. Interpolation; Chapter 11. Random Numbers; Chapter 12. Intersection Testing
Summary
Let Jim Van Verth and Lars Bishop, Lead Engineers at Ubisoft and NVIDIA bring you the essential math game programmers get what is needed to create cutting-edge video games