Foundations of Game Engine Development Volume 1 Mathematics

Chapter1 Vectors and Matrices

Chapter2 Transforms

Chapter3 Geometry

Chapter4 Adavanced Algebra

Chapter1 Vectors and Matrices

  1.1 Vector Fundamentals

  1.2 Basic Vecotr Operations

    1.2.1 Magnitude and Scalar Multiplication

    1.2.2 Addtion and Subtraction

  1.3 Matrix Fundamentals

  1.4 Basic Matrix Operations

    1.4.1 Addition,Subtraction,and Scalar Multiplication

    1.4.2 Matrix Multiplication

  1.5 Vector Multiplication

    1.5.1 Dot Product

    1.5.2 Cross Product

    1.5.3 Scalar Triple Product

  1.6 Vector Projection

  1.7 Matrix Inversion

    1.7.1 Identity Matrices

    1.7.2 Determinants

    1.7.3 Elementary Matrices

    1.7.4 Inverse Calculation

    1.7.5 Inverse of Small Matrices

  Exercises for Chapter1

Chapter2 Transforms

  2.1 Coordinate Spaces

    2.1.1 Transformation Matrices

    2.1.2 Orthogonal Transforms

    2.1.3 Transform Composition

  2.2 Rotations

    2.2.1 Rotation About a Coordinate Axis

    2.2.2 Rotation About an Arbitrary Axis

  2.3 Reflections

  2.4 Scales

  2.5 Skews

  2.6 Homogeneous Coordinates

  2.7 Quaternions

    2.7.1 Quaternion Fundamentals

    2.7.2 Rotations With Quaternions

  Exercises for Chapter2

Chapter3 Geometry

  3.1 Triangle Meshes

  3.2 Normal Vectors

    3.2.1 Calculating Normal Vectors

    3.2.2 Transforming Normal Vectors

  3.3 Lines and Rays

    3.3.1 Parametric Lines

    3.3.2 Distance Between a Point and a Line

    3.3.3 Distance Between Two Lines

  3.4 Planes

    3.4.1 Implicit Planes

    3.4.2 Distance Between a Point and a Plane

    3.4.3 Reflection Through a Plane

    3.4.4 Intersection of a Line and a Plane

    3.4.5 Intersection of Three Planes

    3.4.6 Intersection of Two Planes

    3.4.7 Transforming Planes

  3.5 Plucker Coordinates

    3.5.1 Implicit Lines

    3.5.2 Homogeneous Formulas

    3.5.3 Transforming Lines

  Exercises for Chapter3

Chapter4 Adavanced Algebra

  4.1 Grassmann Algebra

    4.1.1 Wedge Product

    4.1.2 Bivectors

    4.1.3 Trivectors

    4.1.4 Algebraic Structure

    4.1.5 Complements

    4.1.6 Antivectors

    4.1.7 Antiwedge Product

  4.2 Projective Geometry

    4.2.1 Lines

    4.2.2 Planes

    4.2.3 Join and Meet

    4.2.4 Line Crossing

    4.2.5 Plane Distance

    4.2.6 Summary and Implementation

  4.3 Matrix Inverses

  4.4 Geometric Algebra

    4.4.1 Geometric Product

    4.4.2 Vector Division

    4.4.3 Rotors

  4.5 Conclusion

  Exercises for Chapter4

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