
- 846 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
eBook - ePub
3D Math Primer for Graphics and Game Development
About this book
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
Frequently asked questions
Yes, you can cancel anytime from the Subscription tab in your account settings on the Perlego website. Your subscription will stay active until the end of your current billing period. Learn how to cancel your subscription.
At the moment all of our mobile-responsive ePub books are available to download via the app. Most of our PDFs are also available to download and we're working on making the final remaining ones downloadable now. Learn more here.
Perlego offers two plans: Essential and Complete
- Essential is ideal for learners and professionals who enjoy exploring a wide range of subjects. Access the Essential Library with 800,000+ trusted titles and best-sellers across business, personal growth, and the humanities. Includes unlimited reading time and Standard Read Aloud voice.
- Complete: Perfect for advanced learners and researchers needing full, unrestricted access. Unlock 1.4M+ books across hundreds of subjects, including academic and specialized titles. The Complete Plan also includes advanced features like Premium Read Aloud and Research Assistant.
We are an online textbook subscription service, where you can get access to an entire online library for less than the price of a single book per month. With over 1 million books across 1000+ topics, weâve got you covered! Learn more here.
Look out for the read-aloud symbol on your next book to see if you can listen to it. The read-aloud tool reads text aloud for you, highlighting the text as it is being read. You can pause it, speed it up and slow it down. Learn more here.
Yes! You can use the Perlego app on both iOS or Android devices to read anytime, anywhere â even offline. Perfect for commutes or when youâre on the go.
Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app.
Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app.
Yes, you can access 3D Math Primer for Graphics and Game Development by Fletcher Dunn,Ian Parberry in PDF and/or ePUB format, as well as other popular books in Computer Science & Games in Mathematics. We have over one million books available in our catalogue for you to explore.
Information
Chapter 1
Cartesian Coordinate Systems
Before turning to those moral and mental aspects of the matter which present the greatest difficulties, let the inquirer begin by mastering more elementary problems.
3D math is all about measuring locations, distances, and angles precisely and mathematically in 3D space. The most frequently used framework to perform such calculations using a computer is called the Cartesian coordinate system. Cartesian mathematics was invented by (and is named after) a brilliant French philosopher, physicist, physiologist, and mathematician named RenĂ© Descartes, who lived from 1596 to 1650. RenĂ© Descartes is famous not just for inventing Cartesian mathematics, which at the time was a stunning unification of algebra and geometry. He is also well-known for making a pretty good stab of answering the question âHow do I know something is true?ââa question that has kept generations of philosophers happily employed and does not necessarily involve dead sheep (which will perhaps disturbingly be a central feature of the next section), unless you really want it to. Descartes rejected the answers proposed by the Ancient Greeks, which are ethos (roughly, âbecause I told you soâ), pathos (âbecause it would be niceâ), and logos (âbecause it makes senseâ), and set about figuring it out for himself with a pencil and paper.
This chapter is divided into four main sections.
- Section 1.1 reviews some basic principles of number systems and the first law of computer graphics.
- Section 1.2 introduces 2D Cartesian mathematics, the mathematics of flat surfaces. It shows how to describe a 2D cartesian coordinate space and how to locate points using that space.
- Section 1.3 extends these ideas into three dimensions. It explains left-and right-handed coordinate spaces and establishes some conventions used in this book.
- Section 1.4 concludes the chapter by quickly reviewing assorted prerequisites.
1.1 1D Mathematics
Youâre reading this book because you want to know about 3D mathematics, so youâre probably wondering why weâre bothering to talk about 1D math. Well, there are a couple of issues about number systems and counting that we would like to clear up before we get to 3D.
The natural numbers, often called the counting numbers, were invented millennia ago, probably to keep track of dead sheep. The concept of âone sheepâ came easily (see Figure 1.1), then âtwo sheep,â âthree sheep,â but people very quickly became convinced that this was too much work, and gave up counting at some point that they invariably called âmany sheep.â Different cultures gave up at different points, depending on their threshold of boredom. Eventually, civilization expanded to the point where we could afford to have people sitting around thinking about numbers instead of doing more survival-oriented tasks such as killing sheep and eating them. These savvy thinkers immortalized the concept of zero (no sheep), and although they didnât get around to naming all of the natural numbers, they figured out various systems whereby they could name them if they really wanted to using digits such as 1, 2, etc. (or if you were Roman, M, X, I, etc.). Thus, mathematics was born.

Figure 1.1. One dead sheep
The habit of lining sheep up in a row so that they can be easily counted leads to the concept of a number line, that is, a line with the numbers marked off at regular intervals, as in Figure 1.2. This line can in principle go on for as long as we wish, but to avoid boredom we have stopped at five sheep and used an arrowhead to let you know that the line can continue. Clearer thinkers can visualize it going off to infinity, but historical purveyors of dead sh...
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Dedication
- Table of Contents
- Acknowledgments
- Introduction
- 1 Cartesian Coordinate Systems
- 2 Vectors
- 3 Multiple Coordinate Spaces
- 4 Introduction to Matrices
- 5 Matrices and Linear Transformations
- 6 More on Matrices
- 7 Polar Coordinate Systems
- 8 Rotation in Three Dimensions
- 9 Geometric Primitives
- 10 Mathematical Topics from 3D Graphics
- 11 Mechanics 1: Linear Kinematics and Calculus
- 12 Mechanics 2: Linear and Rotational Dynamics
- 13 Curves in 3D
- 14 Afterword
- A Geometric Tests
- B Answers to the Exercises
- Bibliography
- Index