Computer
Graphics: Principles and Practice, by Foley, van Dam, Feiner
and Hughes (companion
source code)
Real-Time
Rendering, by Akenine-Möller and Haines (companion
web site)
3D
Game Engine Design, by Eberly (Geometric
Tools site)
Mathematics:
From the Birth of Numbers, by Gullberg
Jim
Blinns Corner: A Trip Down the Graphics Pipeline, by
Blinn
Jim
Blinn's Corner: Dirty Pixels, by Blinn
Jim
Blinn's Corner: Notation, Notation, Notation, by Blinn
Game
Programming Gems, by DeLoura (editor)
Game
Programming Gems 2, by DeLoura (editor)
Game
Programming Gems 3, by Treglia (editor)
Game
Programming Gems 4, by Kirmse (editor) (contains an article
by Jim)
Game
Programming Gems 5, by Pallister (editor) (contains an article
by Jim)
Game Developer magazine source
code
Chris Hecker's home page
Jeff Lander's Game Developer
articles
Jonathan Blow's home page
Mathematical Background
Elementary
Linear Algebra, by Anton and Rorres (earlier editions can also
be found)
Linear
Algebra Done Right, by Axler
Three-Dimensional
Computer Graphics: A Coordinate Free Approach, by DeRose
Matrix
Computations, by Golub and van Loan
Numerical
Analysis, by Burden and Faires
Scientific
Computation and Differential Equations, by Golub and Ortega
"An Introduction
to the Conjugate Gradient Technique Without the Agonizing Pain",
by Shewchuk
MathWorld
Curves and Animation
Computer
Animation: Algorithms and Techniques, by Parent
An
Introduction to Splines for Use in Computer Graphics & Geometric
Modelling, by Bartels, Beatty, and Barsky
Mathematical
Elements for Computer Graphics, by Rogers and Adams
An
Introduction to NURBS: With Historical Perspective, by Rogers
Inverse
Kinematics and Geometric Constraints for Articulated Figure Manipulation,
by Welman
"Real-Time
Inverse Kinematics: The Return of the Jacobian", by Meredith
and Maddock
"Real-Time Inverse
Kinematics Techniques for Anthropomorphic Limbs", by Tolani,
Goswami, and Badler
Quaternions
On Quaternions,
by Hamilton
Using Quaternions
to Represent Rotation
A
Proof of the Quaternion Rotation Representation
Computational Geometry
Computational
Geometry: An Introduction, by Preparata and Shamos
Computational
Geometry in C, by ORourke (source
code - in Java, as well)
Geometric
Tools for Computer Graphics, by Schneider and Eberly
Source code
for Graphics Gems I-V
GeometryAlgorithms.com
Physical Simulation and Collision
Game
Physics, by Eberly (Geometric
Tools site)
Witkin
and Baraff's SIGGRAPH Course Notes
Fundamentals
of Physics, by Halliday, Resnik, and Walker (earlier editions
can also be found)
Collision
Detection in Interactive 3D Environments, by van den Bergen
(SOLID website)
Real-Time
Collision Detection, by Ericson (companion
web site)
Eric Weisstein's
World of Physics
"Advanced
Character Physics", by Jakobsen
Impulse-Based
Simulation of Rigid Bodies, by Mirtich and Canny
"Real-Time
Fluid Dynamics for Games", by Stam
Research papers
by David Wu and others at Pseudo Interactive
Team
Gamma at UNC (collision detection research)
Berkeley
Computer Animation and Modeling (deformation and fracture research)
GPU Programming
and Architecture (course at University of Pennsylvania)
Copyright © 2004, James
M. Van Verth
Last updated:
July 9, 2007