读书笔记:3D Math Primer for Graphics and Game Development

本文深入探讨3D数学在图形和游戏开发中的应用,涵盖坐标系、线性与仿射变换、旋转、缩放、投影、矩阵、欧拉角、四元数、几何图元检测与相交性、三角网格表示以及图形管道等多个关键概念,旨在为开发者提供全面的理论和实践指导。
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第一部分:

3D数学讲解如何在空间中精确度量位置、距离和角度。

计算机图形学第一原则:近似原则如果它看上去是对的它就是对的。

几种坐标系:

世界坐标系,物体坐标系,摄像机坐标系,惯性坐标系,嵌套式坐标系,描述坐标系

vector3类的设计与注意事项

第二部分:

线性变换(无平移)—— 3x3,仿射变换(平移)——4x4

在讨论变换之前,必须搞清楚到底要变换什么:变换物体和变换坐标系

旋转(2D,3D),缩放,正交投影和透视投影,镜像,切变,组合

几种变换(小结):

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If you want to learn about 3D math in order to program games or graphics, then this book is for you. There are many books out there that promise to teach you how to make a game or put cool pictures up on the screen, so why should you read this particular book? This book offers several unique advantages over other books about games or graphics programming:  A unique topic. This book fills a gap that has been left by other books on graphics, linear algebra, simulation, and programming. It is an introductory book, meaning we have focused our efforts on providing thorough coverage on fundamental 3D concepts — topics that are normally glossed over in a few quick pages or relegated to an appendix in other publications (because, after all, you already know all this stuff). Our book is definitely the book you should read first, before buying that “Write a 3DVideoGame in 21Days” book. This book is not only an introductory book, it is also a reference book — a “toolbox” of equations and techniques that you can browse through on a first reading and then revisit when the need for a specific tool arises. 1 A unique approach. We take a three-pronged approach to the subject matter: math, geome- try, and code. The math part is the equations and numbers. This is where most books stop. Of course, the math is important, but to make it powerful, you have to have good intuition about how the math connects with the geometry.We will show you not just one but multiple ways to relate the numbers with the geometry on a variety of subjects, such as orientation in 3D, matrix multiplication, and quaternions. After the intuition comes the implementation; the code part is the practical part.We show real usable code that makes programming 3D math as easy as possible.  Unique authors. Our combined experience brings together academic authority with in-the-trenches practical advice. Fletcher Dunn has six years of professional game program- ming experience and several titles under his belt on a var
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