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About the Book


3D Math Primer for Graphics and Game Development, Second Edition.

Written by Fletcher Dunn and Ian Parberry.

Published by A K Peters / CRC Press.

From the back cover

This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers and graphics programmers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.

“With solid theory and references, along with practical advice borne from decades of experience, all presented in an informal and demystifying style, Dunn & Parberry provide an accessible and useful approach to the key mathematical operations needed in 3D computer graphics.”

— Eric Haines, author of Real-Time Rendering


“The book describes the mathematics involved in game development in a very clear and easy to understand way, layered on the practical background of years of game engine programming experience.”

— Wolfgang Engel, editor of GPU Pro


What’s inside

Download the table of contents, index, and sample chapter to see for yourself!

Graceful introductions to the fundamentals

  • Trigonometry review
  • Vectors and matrices
  • Basis vectors and coordinate space transformations
  • Methods of describing orientation in 3D
  • Properties of important geometric primitives
  • Introduction to differential and integral calculus
  • Parametric curves

Overviews of two key application areas

  • Real-time graphics
  • Rigid body dynamics and physics simulators

Intended audience

The book is much more about math than programming, so it serves a wide audience.

  • Game programmers are the primary audience.
  • Game designers, scripters
  • Technical 3D artists, modelers, animators, riggers
  • Anyone who needs to create or simulate a 3D world. (Even if that world does not feature space marines, shotguns, elves, zombies, or gibs.)

Why you should read it

Because our careers as male models have stalled out, and we need the money. So buy our book, or next time you’re in the underwear aisle in Wal Mart, you may see something you don’t want to see. Plus, you might find the book useful.

  • Accessible introductions. We focuse on thorough and graceful coverage of the fundamentals, topics that are glossed over in a few quick pages or relegated to an appendix in other books. We put explanation and intuition as our priotities, above mathematical rigor or coverage of advanced topics.
  • Hundreds of worked exercises. Some of the exercises provide more examples and practice. Others explore interesting side quests.
  • EntertainingLess boring to read. We’ve tried to write a funny math book, and we hope our readers enjoy reading it just like any other work of literature. Sure, we aren’t as clever as Tina Fey, and this book isn’t destined to become a classic like The Hitchhikers Guide to the Galaxy. But measured according to the low standard set by most math books, this one is hilarious.

Where to buy

On amazon.com.

12 Responses to About the Book

  1. Timur says:

    I think that on figure 3.5 of the book z+ axis should point in oppozite direction. Am I rigth?

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  4. Felice DeNigris says:

    This piece of publishing has caught my attention and I was hoping to get an honest opinion as far as a recommendation goes. I am a 3d artist/animator and I have high school basic maths but primarily was scared and always stuck to art and drawing. I also have basic bachelors gen eds math,algebra,physics. I wanted to get into particle simulations and node based physics/particles. But as i attempted this a lot of the nodes confused me because input and output values were vectors,booleans,matrices,functions. Would this book give me the fundamentals and definitions required to grasp the terms. I should have taken maths more serious in high school but I never knew passion for art would direct me into 3d animation, which heavily uses terms found in your book. Please let me know.

    • Alan says:

      I’m just getting into this, but the you don’t really get the required math at high school, perhaps if you joined a math club or something, but most (if not all) of the math needed is taught in college, any engineering related degree.

  5. Pingback: MSc Computer Games & Entertainment » Blog Archive » Maths&Gfx1: Matrices

  6. Pingback: MSc Computer Games & Entertainment » Blog Archive » Maths&Gfx: Bibliography

  7. Pingback: MSc Computer Games & Entertainment » Blog Archive » Maths&Gfx1: Matrices2

  8. Pingback: MSc Computer Games & Entertainment » Blog Archive » Maths&Gfx1: 3D-Orientation

  9. Pingback: MSc Computer Games & Entertainment » Blog Archive » Maths&Gfx1: Interpolation-Curves

  10. Frederick Lim says:

    Hi, I am reading chapter one.

    I cannot understand how to interpret the Table 1.1 Rotation about the cardinal axes in left- and right-handed coordinate systems.

    What is the meaning of those arrows? I don’t understand When looking towards the origin from +x, Positive rotation +y -> +z -> -y -> -z -> +y.

    Thanks.

    Cheers

    Fred

  11. Pingback: Video Game Math Book | DrMop

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