Graphics and game developers' 3D mathematics primary tutorial
Contents Chapter 1 Introduction 1.1 What is 3D Mathematics 1.2 Why do you read this book 1.3 What is what you should know before reading this book 1.4 Overview Chapter 2 Cartesi 2D Cartesian Mathematics 2.2.1 One example: Cartesian hypotherapy City 2.2.2 Any 2D coordinate space 2.2.3 uses Cartesian coordinate in 2D space 2.3 Dimension from 2D to 3D 2.3.1 expansion, expanded axis 2.3.2 3D space positioning 2.3.3 Left-handed space, right-handed space 2.3.4 Some important rules used in this book 2.4 Exercise Chapter 3 Multi-seating Space 3.1 Why do you have multiple snapsuits 3.2 Some useful coordinate spaces 3.2 .1 World Space 3.2.3 Mask 3.2.4 Camera Space 3.2.4 inertial Space 3.3 Nested Coordinate Space 3.4 Specify the Coordinate Space 3.5 Space Translation 3.6 Exercise Chapter 4 Vector 4,1 Vector ----- Mathematics Definition 4.1.1 Vector VS Scalar 4.1.2 Vector Dimension 4.1.3 Symbol 4.2 Vector ----- Geometric Definition 4.2.1 Vector Like? 4.2.2 Position VS Replace 4.2.3 Specify vector 4.2.4 Vector is like a replacement sequence 4.3 vector vs point 4.3.1 relative point 4.3.2 points and vector relationships between 4.4 exercises