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|Session Name:||Math for Game Programmers: Working with 3D Rotations|
|Company Name(s):||Intel Corporation|
|Track / Format:||Programming|
|Overview:||As we enter a new console generation, the complexity of many games have increased, and with that, the knowledge needed to create them. Creating the latest code for graphics, animation, physical simulation and even artificial intelligence requires thorough knowledge of the necessary mathematical underpinnings. This tutorial continues the tradition of the "Math for Programmers" tutorial by bringing together some of the best presenters in gaming math to concentrate on the core mathematics necessary for sophisticated 3D graphics, interactive physical simulations and effective gameplay. The day will focus on the issues of 3D game development important to programmers, and includes programming guidance throughout. Topics will begin with introductory talks on Grassman algebra and rotations and quaternions, then will continue with random numbers and spatial subdivision, and will conclude with inverse kinematics, sampling and reconstruction, and applying K-SVD to animation skinning.|