Key Features
* Includes four new chapters: the graphics pipeline, the stencil shadow rendering technique, curves & surfaces, and numerical methods
* Concentrates on key mathematical topics for programming 3D game engines
* Discusses applications in the context of the OpenGL architecture due to its cross-platform nature and long-standing industry acceptance. Sample rendering code is presented using ARB vertex programs and fragment programs
* Selected topics include quaternions, homogeneous coordinates, ray tracing, bump mapping, portal systems, polygonal techniques, shadows, and physics
* Includes exercise sets for use as a textbook
New to This Edition
The following are selected revisions in the second edition:
* A new preliminary chapter that provides a review of the 3D rendering pipeline
* A new chapter containing an advanced discussion of the stencil shadow rendering technique
* A new chapter covering various numerical methods pertinent to 3D graphics programming, including numerical solutions to linear systems, numerical eigenvalue determination, and numerical integration
* A new chapter covering curves and surfaces, including B?zier curves and B-splines
* New discussions of texture filtering, mipmapping, and infinite projection matrices
* Updated lighting method implementations and collision detection techniques
* Additional exercises in all chapters
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