*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
Blinn’s 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 O’Rourke (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
** *