图形学数学基础书籍3D Math Primer for Graphics and Game Development,Mathematics for 3D Game Programming and Co

从事Unity有些年头,很多人都卡在了图形学上,其本质原因还是因为相关的数学基础没有打牢,导致关键问题理解不了,始终处于一知半解的状态,我本人也是经过了长达一年的数学基础学习,才从根本上理解了图形学的关键基础点。

比如什么各种空间变换,很多书籍就是简单的罗列出来,根本不够深入,换个情形,就完全不知道该如何构建一个变换矩阵.关键的还有透视矩阵,这个矩阵为什么是这样的,我翻过很多大部头的书籍,都没有讲明白,将透彻,从零开始的认真推导,再者,为什么要用齐次坐标系,而不是3*3的矩阵表示。这些问题,很多书籍没有透彻的讲清楚。

最令人头疼的是四元数,完全是迷迷糊糊,搞不明白,为什么用四元数,怎么用,始终困惑这大家。与之相关的是欧拉角使用时的万向锁问题,更是面试的必问内容,但是大家都答得不知所云。

再深入一点点,投影的计算,碰撞的计算,射线的检测,三角面的插值,等等等,这些几乎都是数学问题加图形学问题

归根结底,一句话,数学学不好,寸步难行,这里的数学,当然重点是基本的向量运算,几何,矩阵相关内容。

这些数学很难吗?其实我个人体会,并不是很难,但关键是没有好的教材引导,所以很多问题讲不清楚,导致了一些列的问题。

在此,给大家推荐2本讲解图形学数学基础的书籍,认真看完之后,图形学问题,从此就是一马平川了!

1. 3D Math Primer for Graphics and Game Development

 这本书从基础的向量开始讲解,一直讲到图形学的渲染,最后到简单的物理问题.讲解非常详细,基础,深入浅出,很多问题,让曾经摸不着头脑的我,醍醐灌顶。

但是,这本书一定要看英文原版,我看过中文译本,感觉翻译垃圾,而且内容大量删减,这里就不说是哪本书了,大家一搜索就知道了.

2 .Mathematics for 3D Game Programming and Computer Graphics

这本书比上一本更精炼,数学也相对更复杂一些,可以作为第一本书的补充阅读,比如投影部分,或者是一些结论的推导.同时仍然建议大家越多英文原版,绝对受益匪浅

以上两本书我不仅仔细阅读,还认真的做了5本笔记,收获颇多,如果想对图形学深入学习的同学,用这两本书学习,打好数学基础,绝对是不二选择!

最后分享给大家以上两本书的链接,希望对大家有所帮助:

 链接:https://pan.baidu.com/s/1ETg3magTDDraEaGrsxvJEg 
提取码:j9kq

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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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