I've just been browsing for a bit, but this seems like a really great book! Most "maths for games" books feel like the authors are just regurgitating their university exams. This is very focused on the "why" rather than just the "how" - it feels like this book is actually trying to <i>teach</i>, not simply be a reference.<p>It's rare to find resources written by good teachers. I'm excited to dig in more!
Nice.<p>Looking at this decades after it was written, I'd suggest that a modern book needs more on how light behaves and what physically based rendering is trying to do. Because today you write shaders.<p>On the other hand, game physics is such a specialized area that it may be worth omitting entirely. Nobody writes their own physics engine any more. Send people to "Physics for Game Developers" for that.
This is a great book I have read in past. It primarily focuses on underlying math for interactive graphics but you will notice it will also touch photo-realism later. Indeed, it describes how raytracing works at chapter 10 "The Lighting Equation: Putting It All Together" and covers wide span of graphics knowledge.
I loved those Wordware Game Developer's Library books back in the day. I'm not sure exactly why, but the DirectX 9 era spawned a lot of books on game development. Maybe a sweet spot between usability, pace of change, and art demands.
Indeed a great book. Dr. Parbery was my comp. graphics prof. And then when he started the first game programming course, I was in one of the first batches.
It looks like a great book, but when I started doing the exercises I realized that the appendices where the answers are aren't there, so it's pretty hard to verify what I'm computing.