Game Development Community

Recommended 3D math book?

by Tim "Zear" Hammock · in Technical Issues · 11/09/2001 (8:10 am) · 11 replies

I'm looking for a recommendation for a book that explains 3d math. Not too high level, cause I don't have the math for it. More of a 'Common 3D Game Math Problems for Dummies Who Didn't Make It Past Pre-calculus And That Was 17 Years Ago' type of thing, if you get my drift.

Ideally it would describe common 3D rendering practices etc, but most importantly, it would cover things like defining planes, finding intersections between planes, between lines and planes, determining which side of a plane a point lies on... stuff like that.

Might keep me from driving people nuts around here with dumb questions.

#1
11/09/2001 (9:05 am)
Let me know if you find this mythical beast :))

Maybe I should write something like this.. :))

Phil.
#2
11/09/2001 (9:23 am)
what you need, really is a Computer Graphic book, (text book prefered)
#3
11/09/2001 (9:59 am)
Hrm. Mebbe I'll just go spend my lunch at Borders and see what they have.
#4
11/09/2001 (10:13 am)
Just went through the resource section a bit and came up with a couple:

A Programmer's Geometry

Graphics Gems III there are five of these books all of which would be good. From the descriptions this one has the most about 2D/3D geometry algorithms.

This one would probably be a good place to start
Mathematics for Computer Graphics Applications


Alc
#5
01/12/2002 (3:21 pm)
Tim,
Try Edward Angel's Interactive Computer Graphics: A top-down approach with OpenGL.

This is the book that introduced really me to 3D Math and I still use it as a reference 2 years later. When I first had read this book I had already read Andre Lamothe's Tricks of the Windows Game Programming Gurus, which is an excellent book but at the time when I read it it really confused me in respect to the 3D math even though it was meant to be a layman's description of the concepts (now the book makes perfect sense, but only after reading Angel's book).

I highly recommend Angel's book. It effectively introduces the topics in a step by step approach, a lot better than anything else I've read before or since. It may take some effort to learn some of the concepts but if you do the exercises at the end of each chapter you'll be way better off down the road. By the end of the book you should have the concepts you need to become an expert. It also explains basic rendering engine pipeline along the way and programming in OpenGL.

Note: "Mathematics for Computer Graphics Applications" is good as a reference but can be confusing as an introductory book.
#6
04/15/2002 (7:01 am)
Computer Graphics: Principles and practices, by Foley is what almost all lecturers will choose.

Eberly is writing a Game physics book book which should be out soon. He says its not gonna be too difficult like his 3D Game Engine book, and it will have examples and excersices making it suitable to be used as a textbook.

Just incase these help.
#7
04/15/2002 (1:26 pm)
I'm aware of two:

Mathematics for Computer Graphics Applications

and

Mathematics for 3D Game Programming & Computer Graphics

And while confirming these on Amazon I found:

Introduction to 3D Math for Games and Graphics

You should find what you want in one of those.
#8
04/15/2002 (2:11 pm)
I recently picked up this book:

Computer Graphics using Open GL

It was referred to me by one of my former computer science professors who teaches computer graphics. So far I like it a lot; it covers the mathematics required but isn't too obtuse (no pun intended). It covers the computer graphics theory and practical implementation with OpenGL. As an added bonus much of the example code is in C++ so it maps pretty well to Torque. The main downside is that it is expensive ($73).
#9
03/01/2003 (1:10 am)
I think "3D Graphic Programming Games and Beyond (Theory and Practice of Computer Grahpic in C)" by Sergei Savchenko is a good book to grab on this topic.

Its best to cut out the maths so that you can get used to it first, and once you understand what you are doing, then move to more math intensive books :)
#10
03/01/2003 (6:23 am)
I took Mike N's advise a few months ago, and let me tell you that book is one smooth cookie! The author was grounded and wrote at a intermediate level, not at some master minded level as other selfcentered authors do.

I really enjoyed reading the book from cover to cover and doing the examples, really helped me to get a better grasp on 3D math.

-Ron
#11
03/01/2003 (12:03 pm)
this is the book I bought for reference, as it has been 18 years since high school and I never really was that interested in decyphering math formulas I bought this book. I has an indepth discussion on the "math" part and then an indepth discussion with example code on implementation of the math part.

[url=http://www.amazon.com/exec/obidos/ASIN/1556229119/qid%3D1046550682/sr%3D11-1/ref%3Dsr%5F11%5F1/104-0197116-5817537]3D Math Primer for Graphics and Game Development[/url[

There is another book with a simliar title that was almost all math with no practical code implementations. I go the one above instead.