Course Technology PTR, 2004.
Within Mathematics for Game Developers, not only will you find the entire landscape of relevant, practical mathematics laid out in such a way that you can understand, you will also see how it is connected to game programming. The book begins by covering vectors, matrices, and complex number theory, and then shows how those fields of study can be applied to real 3D problems. When this framework is in place, the book then covers physics modeling and collision detection, followed by approximations, statistics, and probability — which are especially important when you consider that 99 percent of all computer graphics are based on simplified models or approximations. The core of the book, on 3D graphics, includes coverage of such topics as 3D graphics algorithms, visibility, rendering, and lighting techniques and their mathematical descriptions. Finally, the last chapters discuss mathematical optimizations as well as SIMD technology. (If you don’t know what that means, then you’d better read this book! )