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Best book for 3d Math and graphics?

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Im looking for a book in which I can learn the basics of 3D maths and matrix, and where I can learn, how to apply them to graphics(which matrix does each thing,...)

Many thanks

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I have a copy of Mathematics for 3D Game Programming & Computer Graphics by Eric Lengyel. It covers everything from the basic projection, vector math, matrices, and then covers advanced things like collision, visibility determination, physics, fluids, lighting, etc...

I do have trouble with some of the symbols and notations used, but that's my fault, and explaining them would be beyond the scope of the book.

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ok many thanks

But does it cover maths with shaders, matrix and so on??

Im having troubles understanding matrix with shaders, i dont know why inverse matrix are supposed to be used, why are they multiplied to others and so on

Many thanks

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Many thanks

Now i have some questions, i understand what each matrix does, but, why do we use in shaders the inverse matrix?? what does it mean?

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if a matrix transforms A to B, then the inverse of this matrix transforms B to A
you need this behavior for certain tasks.

hth

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Quote:
Original post by TyrianFin
This is my favorite!
Lot`s of complex math made easy, and atleast page of info for every
technique in CG history!

Real-Time Rendering, Third Edition!

/Tyrian


I second this. Real Time Rendering is by far the best book I ever got on the subject.

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Real time rendering is brilliant for ecuations

But it doesnt show very much about matrixs

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