商品簡介
With a background in computer science and mathematics, Lengyel has been writing game engines for over 16 years. Here he describes the mathematical techniques that a software engineer needs to develop a professional-quality three-dimensional graphics engine. He emphasizes the derivation of key results and the mechanics behind the mathematical tools used by game programmers. Most of the material is independent of any particular graphics system, but where an example needs a system, he uses Open GL because it is available across multiple platforms. He assumes readers are familiar with the basic concepts needed to use a three-dimensional graphics library, and understand how models are constructed out of vertices and polygons, but he briefly reviews the basics. Annotation c2013 Book News, Inc., Portland, OR (booknews.com)