Mathematical Methods and Algorithms for Signal Processing
Average customer rating: 4.5 out of 5 stars
  • Publisher does not provide CDROM in latest printing
  • Target Audiance - Choose Wisely
  • excellent collection of signal processing math
  • 2nd Printing, not 2nd Edition.
  • Bingo - the typos are (almost) gone
Mathematical Methods and Algorithms for Signal Processing
Todd K. Moon , and Wynn C. Stirling
Manufacturer: Prentice Hall
ProductGroup: Book
Binding: Paperback

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ASIN: 0201361868

Customer Reviews:

4 out of 5 stars Publisher does not provide CDROM in latest printing.......2007-01-09

Recently purchased this book and from reading parts of it the book is a very good source of the mathematics associated with signal processing. However the publisher in the latest printing I just received no longer provides the promised CDROM and the listed website where to obtain the MATLAB material on the CDROM is also no longer supported by the publisher. An e-mail response to my inquiry about the missing MATLAB code source from a representative of the publisher indicates that the book is too old and their is no need to provide the material anymore.

3 out of 5 stars Target Audiance - Choose Wisely.......2006-08-03

This book is certainly technically sound. That being said, I find the notation confusing and the text relatively inacessible. The book is likely a good selection for someone wanting to study the innermost mathematical details of modern signal processing. Unfortunately, the text spends less time on actual implimentation and usage than would be preferable for audiances focussed on real world applications.

5 out of 5 stars excellent collection of signal processing math.......2006-01-05

this book is really good for a signal processing researcher.
generally it is difficult for a new researcher to connect math to the signal processing methods. conventional signal processing books only give the bit of math as needed in the signal processing books and this makes it difficult for an inexperienced student.
in this book mathematics is explained in more detail and in the introduction of each chapter it is mentioned why and where you would need this math knowledge.
at the end of each chapter application sections are provided
where problems from signal processing are explained for that particular mathematical method.

there are also exercises.

however, this book can be difficult for a new graduate without any establishment of signal processing concepts and problems.

it is an excellent book for a phd student in my view and it can be a classic.










5 out of 5 stars 2nd Printing, not 2nd Edition........2005-09-08

I do not know about the contents of this book yet, but one thing I can tell is that the book is still in the first edition(unlike some review), but it's the second printing.
[...]

5 out of 5 stars Bingo - the typos are (almost) gone.......2004-02-27

I finally got hold of the second edition....and the typos are gone - well, almost....:)
3D Math Primer for Graphics and Game Development (Wordware Game Math Library)
Average customer rating: 4.5 out of 5 stars
  • great book for 3d math
  • Perfect but needs more code
  • Good book for starters
  • Great (Re)Introduction to Basic Concepts
  • Room for improvement
3D Math Primer for Graphics and Game Development (Wordware Game Math Library)
Fletcher Dunn
Manufacturer: Wordware Publishing, Inc.
ProductGroup: Book
Binding: Paperback

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ASIN: 1556229119

Book Description

This book covers fundamental 3D math concepts that are especially useful for computer game developers and programmers.

Customer Reviews:

4 out of 5 stars great book for 3d math.......2007-10-05

great book for learning 3D math, probably the best on 3D math. The only reason I didn't give 5 stars is because author rushed through some of the topics. Overall, great book.

4 out of 5 stars Perfect but needs more code.......2007-05-09

The book is the best 3D math book i have readen. The 3D math concepts explained simply and intelligibly. WARNING! You should know algebra, trigonometry to be able to read the book fluently! The absent one star is for: The book is independent of a well-known graphic API such as DirectX and OpenGL. The codes are standard c++ codes. Someone can like this, but me NOT. In my opinion, the 3D Math books for game development should select a proper graphic API and explain the concepts with these codes clearly. Because the real-world practise with knowledge is more stronger then just knowledge!

5 out of 5 stars Good book for starters.......2007-03-24

Im programming a flash 3D engine from scratch. I dont use most of the concepts in this book, but I do need to understand whats going on. Trigonometry, vectors, points, matrices, operations, eulers, etc. and this book has been really helpful covering that.

Other books in the subject go straight to more complex issues skipping the contents from this book, so this is a must have unless you have a strong base already.

5 out of 5 stars Great (Re)Introduction to Basic Concepts.......2007-02-08

I hadn't seen much math or geometry since high school, but this book does a great job at easing you into the underlying concepts of some pretty heavy stuff. I tried to wade through the CG "bibles" ("Real Time Rendering", "Principles of Computer Graphics in C") and quickly realized that if you're not either a CG major in college or an experienced CG pro, those books are like being in heavy seas without a life vest. (It really makes you appreciate what's involved in making those Pixar movies!)

Anyway, what I like about this book is that it explains everything first in fairly simple mathematical terms, deriving equations and proofs as it goes, and then illustrates to you visually exactly what is happening.

The majority of the material is conceptual. This is not a coding book from which you can pull easy answers. The code samples are in C++ and are confined to a few special chapters, and are really included as a programmatic interpretation of those concepts.

If you're already a CG pro, don't bother. You probably know all the info herein from the top of your head, as well as having one of those other "bibles" on your desk! But for a RAD programmer who needs a quick handle on some of the underlying concepts, this is the book!

Thanks Fletcher & Ian!

3 out of 5 stars Room for improvement.......2007-02-07

I have read and studied this book up through the end of Chapter 9 (More on Matrices) so far. My overall impression is that this is a good book and you will learn from it; however, I do have suggestions.

(1) Each chapter ends with exercises. There ought to be a section at the end of the book for the exercise solutions.

(2) The explanation of projecting one vector onto another on page 61 in Chapter 5 is poor. Also, the notation the authors use is awkward. If you would like to see a much better explanation of this topic see, "Mathematics for 3D Game Programming & Computer Graphics," chapter 1, page 19 (the mathematics book is a tougher read but is definitely a good second source).

(3) Chapter 7 is titled, "Introduction to Matrices" which is well explained but leaves the reader wondering, "How on Earth are these tables of numbers useful and how are they used?!" The first paragraph states, "... they are primarily used to describe the relationship between two coordinate spaces." That's nice but nearly a complete waste of ink. That would be like going to a car dealership where the car you want to see is on the back lot but before you can go see it the salesman hands you a brochure that contains nothing but tables of numbers that mathematically describe the shape of the car. He says, "Hey, check out this baby!" And you say, "Duh! Just SHOW ME the car please!" Give us a short concise example -- a visual please and then tell us how it works.

(4) Chapter 9.3, Orthogonal Matrices, contains this statement, "... orthogonal matrices arise so frequently in practice in 3D graphics." But the authors do not provide an example. You would think that if it were such a frequent occurrence that it would merit an example.

If I had it to do over again I would purchase this book. There are no perfect books but between this book, the other one that I mentioned above, and Google, you should do well.
Electronics and Computer Math (8th Edition)
Average customer rating: Not rated
    Electronics and Computer Math (8th Edition)
    Bill R. Deem , and Tony Zannini
    Manufacturer: Prentice Hall
    ProductGroup: Book
    Binding: Hardcover

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    ASIN: 0131711377

    Book Description

    Focusing on skills and concepts used routinely on the job, this introduction/review of electronics and computer math concentrates on topics of special interest to the technician— including binary and decimal notation and operations and (basic level) concrete numbers. Hands on in approach, it features 300 example problems, 1300 practice problems (with solutions), and 2600 problems—ranging from simple to complex. Encourages calculator use throughout, and provides instructions for both the Texas Instruments TI-36X and the Casio fx-115W. Decimal Number System. Powers of Ten. Units and Prefixes. Fractions, Decimals, and Percents. Algebraic Terms: Roots and Powers. Fractions and Literal Numbers. Linear Equations. Factoring Algebraic Expressions. Fractional Equations. DC Circuit Analysis: Kirchhoffs Laws, OHM's Law, Circuit Theorems. Graphing. Simultaneous Linear Equations. Complex Numbers. The Right Triangle. Trigonometric Identities. AC Fundamentals. AC Circuit Analysis: Series Circuits and Parallel Circuits. Filters. Logarithms. Logarithmic Equations. Applications of Logarithms. Computer Number Systems. Boolean Algebra. Karnaugh Maps. Introduction to Statistics. For electronics and computer technicians.
    The Java Class Libraries, Volume 1: java.io, java.lang, java.math, java.net, java.text, java.util (2nd Edition)
    Average customer rating: 5 out of 5 stars
    • A must have book for the beginner
    • Great reference!
    • Gotta have it
    • Wonderful!
    • Nothing can describe Java classes better
    The Java Class Libraries, Volume 1: java.io, java.lang, java.math, java.net, java.text, java.util (2nd Edition)
    Patrick Chan , Rosanna Lee , and Douglas Kramer
    Manufacturer: Addison-Wesley Professional
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    ASIN: 0201310023

    Amazon.com

    As noted by coauthor Patrick Chan in his interview with Amazon.com, programmers spend much of their time writing little programs that do nothing but explain to them the behavior of certain aspects of a language. Java programmers, working as they do with a relatively new, evolving language, spend more time than most writing experimental programs that help them figure out particular classes.

    With this book, Chan, Rosanna Lee, and Douglas Kramer attempt to save you the trouble of all that futzing around. Each class in the java.io.*, java.lang.*, java.lang.reflect.*, java.math.*, java.net.*, java.text.*, java.util.*, and java.util.zip.* packages gets explored thoroughly in these pages. In each entry you'll find not only the pedestrian inheritance chart and statement of syntax but a lengthy, lucid discussion of the class (or member), too. Best of all, each entry comes with a working example of how the class or member is used in real life.

    The authors, all affiliated with Sun Microsystems in Java's earliest days, know their stuff. They have created an omnibus tool that should prove immensely valuable to any Java programmer who wants to get the most out of the language. --David Wall

    Book Description

    Best-selling authors Patrick Chan, Rosanna Lee, and Doug Kramer provide a timely 1.2 companion book to The Java Class Libraries, Second Edition, Volume 1. Used together, these books provide complete documentation for the Volume 1 set of packages. Important new packages have been added, including: java.lang.reflect, and java.util.jar. The Supplement includes complete documentation for all packages, classes, and members that are new or have been changed. Material that has not been changed from Java 1.1 and Java 1.2 is not covered in the supplement. However, all class descriptions in the supplement include member summaries that indicate which book contains which member desriptions. Moreover, the supplement features an integrated index that covers both books.

    This definitive reference to the Java 1.2 class libraries is an essential resource for both novice and experienced Java programmers. The information is presented in an easy-to-use, dictionary-like format. The packages covered in this book are: java.io, java.lang, java.lang.reflect, java.math, java.text, java.util, java.util.jar, and java.util.zip.

    The extensive class and member descriptions contain details crucial for developing robust and professional applets and applications. Each description is supplemented by an example which demonstrates the class or member in a relevant context.

    Each class description includes:

    a class hierarchy diagram showing its connection to related classes detailed overview describing its purpose and key concepts a convenient member summary that briefly describes each member and arranges the members into related groups an example demonstrating the class in a "real-world" context comprehensive descriptions and an example for each member

    Customer Reviews:

    4 out of 5 stars A must have book for the beginner.......2003-08-27

    The 1.st sentence of the preface says: "This book is intended as a reference rather than a tutorial". Well for an experienced Java programmer this is certainly true, but for a novice who has just grasped the fundamentals of the language and starts to write down his first lines of code this book is an excellent tutorial. Every class has a description and practically every method of every class has its example code where nearly every line is documented, with links to related methods. Looking into these examples one can quickly learn tips and tricks smoothing the learning curve a lot. The Chan's book is miles ahead, in my opinion, the unuseful example codes one can freely download from the Sun's internet pages, full of magic words comining from blue skyes not documented at all, where one has to figure out what any of them is useful for and where you are on your own. One more time: what I say is true for a novice; the senior Java programmer may feel at his ease with the API's documentation of the Sun's JDK.
    My last warning: since in Java things change often this kind of books goes into obsolescence quicky. For instance: my copy is the 5th edition (October 2001) and it lacks completely the new Collections class framework.

    5 out of 5 stars Great reference!.......2003-07-12

    This book really helps with a huge amount of information and examples for all of the classes in java.io, java.lang, java.math, java.text, and java.util. Wonderful reference book!

    5 out of 5 stars Gotta have it.......2003-07-12

    If your a Java 2 developer then you need this on your bookshelf. It contains an enormous amount of useful information, examples, etc. for all the classes in java.applet, java.awt, and java.beans. You gotta have it!

    5 out of 5 stars Wonderful!.......2003-07-12

    This is required on every Java developers bookshelf. It is a wonderful reference.

    5 out of 5 stars Nothing can describe Java classes better.......2001-08-21

    I strongly recommend this book to all Java users of all levels because no other book describes all classes of java.lang, java.io, java.net, java.util, java.text and java.math packages better. Every class, every method and every exception is explained by very understandable language with good and useful examples. There is no Java language problem you cannot solve with this book.
    Ultimate Game Programming With DirectX
    Average customer rating: 3.5 out of 5 stars
    • One to skip
    • Huh?
    • A very gook book
    • Well written and easy to follow
    • Be CAREFUL If You Plan on Buying This Book
    Ultimate Game Programming With DirectX
    Allen Sherrod
    Manufacturer: Charles River Media
    ProductGroup: Book
    Binding: Paperback

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    Accessories:
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    ASIN: 1584504587

    Book Description

    Creating computer games is challenging. It requires plenty of technical skill, dedication, and creativity. Ultimate Game Programming with DirectX teaches you how to combine your existing skills and dedication for playing games with some basic C++ programming skills to create your own games. Written for game development students, beginning game programmers, and C++ programmers wanting to learn game development, this book covers every part of the process. Throughout the book, you'll be creating a first-person shooter game called Stranded. Beginning with an introduction to Direct X and Direct3D graphics, you'll build the game engine and complete game chapter by chapter. You'll learn the fundamental graphical techniques, essential mathematics, collision detection, input device detection and response, sound playback, scene management, animation, and model/character loading and drawing. Once you've built this game, you can easily expand upon it and customize it to add your own unique features. You'll also have the foundational knowledge and skills you need to build your own games and take on new programming challenges. If you have basic C++ programming skills, a love for games, and a desire to create your own, you'll find what you need here. WHAT YOU'LL LEARN * The fundamentals of DirectX game development and Direct3D graphics * Foundational programming techniques that you can use for any game project * Essential mathematics and physics techniques * Basic graphics and animation techniques, including basic techniques include drawing basic shapes and objects, displaying images on top of surfaces, creating and displaying text to the screen, and learning how to work in 3D space. * Coverage of scene management topics rarely covered in books for C++ programmers and aspiring game programmers * A complete DirectX reference for game development, including the creation of a complete FPS game

    Customer Reviews:

    1 out of 5 stars One to skip.......2007-09-29

    Just to establish my own credentials - I'm a game developer with 5 published titles under my belt including Master of Orion 3, Kohan 2, Axis & Allies, and two Zoo Tycoon 2 games.

    I was asked on very short notice to teach a Game Development class at a local college. So off I went to Borders to find a textbook. After some digging, this is what I picked out. The features that recommended it to me where that it included the source code, and over the course of the book it promised to build a fully functional game.

    Here's what I found instead:

    * I would guess from his terminology that the author has never worked at a game company. He just doesn't know the lingo - or he's worked somewhere so remote from my own experience that his lingo is completely different. Also, based on the quality of his code and the quality of the resulting game, he wouldn't survive a second at any game company out there. He wouldn't make it past the phone interview. If you are considering a career in game development, do NOT follow this person's example or you won't even get in the door.

    * The code is the most horribly written I have ever seen. I would expect better out of anyone who has ever taken any sort of class on object oriented programming - or worked on any sort of project employing more than one person. The best way to describe it is poorly written C code written in C++. The spacing is non-standard. That variable names are horrible. For many of the programs, it's all in the main.cpp file. Global variables everywhere. Hardly any use of classes, and where they are used they are monolithic and poorly designed. Ugh.

    * The book is frequently innaccurate. It needs an errata list badly - but if there is one, I haven't been able to find it. For example, in chapter 1 he tells you that you only need 1 line of code to enable z-buffering. After talking to colleagues and looking on the web, I was able to get this to work (I'm an AI guy, not a graphics guy) - but he was missing 4 of the 5 lines needed to make it happen.

    * The book also tends to be incredibly light on details. It tells you the DirectX functions you need to call (mostly) and the specific values to plug in - but not what the functions do, or what the other possible values for their paramaters are, or how the parameters affect the output. The style of the writing is also incredibly informal - it sounds like something written by a 10th grader. Granted, if the quality of the content was solid I wouldn't care about this - but added to the poor content it makes the whole thing feel unprofessional.

    * The quality of the final game is what I would expect out of a high school project (at best). The collision detection is horrifically buggy. The characters don't animate or move at all (although my understanding from looking at the book is that they're supposed to). The code won't compile under VS2005, only VS2003. It also won't run without a game controller plugged in to the computer - but it doesn't appear to actually use the game controller. He's been promising since the book came out to post the fixes for those last two problems on his web site, but I couldn't find them.

    All in all, this book is an embarassment. I'm sorry I made my students spend the money on it - and now I'm scrambling to find material to teach my class, because this book hasn't delivered anything close to what it promised.

    3 out of 5 stars Huh?.......2006-12-06

    Rather cryptic title I put for my review, but the book seems to follow the same route.

    I purchased another book awhile back: Programming a Multiplayer FPS in DirectX - very well written and organized.

    Ultimate Game Programming has a lot of "bugs". The program as you go along seems to fall apart, what is in the book isn't exactly the same as the code provided on the CD Rom. The author leaves out information as to what header files are required, where you should place some of your code. As said before the key failure is the difference in code from book and Rom.

    Aside from the bad points. Good points. I do like the some code in the pages provided, even though I must realize it might be different on the Rom. Mainly because I'm using another book and this to help solidify my DirectX concepts.

    So considering I have the Microsoft documentation, another book from the same publisher on programming in DirectX and now this, I have to really research and piece everything together.

    The coding is really night and day too. The book by Vaughn Young, really sticks to appropriate coding practices, while this seems quickly written.


    5 out of 5 stars A very gook book.......2006-10-23

    I am halfway through the book, and I think it is a good book. It has helped me so far by helping me to understand how a game engine is designed, organized and coded in general. Holistically looking, this book is more about organizing (code-wise) all programming aspects of computer game development. It won't teach you to design a perfect object model for making a game engine, but it uses object oriented concepts moderately to build a coherent one. I think this book raises the skill level of an elementary game engine developer to junior or intermediate level. Please notice that your programming knowledge in C++ must be already intermediate or at least beyond beginners. Comparatively, five star for this book is fair.

    5 out of 5 stars Well written and easy to follow.......2006-08-16

    This book is excellent. It is technically well written and easy to follow. The Author is obviously very knowledgeable in game programming and DirectX.

    3 out of 5 stars Be CAREFUL If You Plan on Buying This Book.......2006-07-08

    The Good :
    - Well organized.
    - Good examples.
    - The TEXT is easy to read.
    - The code can be complied, built, and run without
    receiving errors.

    The Bad :
    - The code included on the CD-ROM doesn't always
    match the code covered in the text. Sometimes
    little changes have been made, but at other times
    ENTIRE functions appear out of nowhere.

    The Ugly :
    - The author's coding practices and techniques are
    HORRID. They are by far the worst that I have ever
    come across in any computer science book that I
    have ever read. His rare use of spaces makes the
    code very difficult to read. Also, the names that
    he gives his variables are nothing short of
    ludicrous. Many of them make absolutely no sense.


    In my experience, people who write code that is this hard to follow, have very little experience working with other programmers. This is a guy who has a computer information systems degree from DeVry and I'm guessing is only a hobbyist at best. Don't get me wrong, there are some good DirectX points made in this text, but the heart of any programming text is always the code.
    Beginning Math Concepts for Game Developers
    Average customer rating: Not rated
      Beginning Math Concepts for Game Developers
      Ph.D., John P Flynt , and Boris Meltreger
      Manufacturer: Course Technology PTR
      ProductGroup: Book
      Binding: Paperback

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      ASIN: 1598632906

      Book Description

      Successful game programmers understand that in order to take their skills beyond the basics, they must have an understanding of central math topics; however, finding a guide that explains how these topics relate directly to games is not always easy. Beginning Math Concepts for Game Developers is the solution! It includes several hands-on activities in which basic math equations are used for the creation of graphs and, ultimately, animations. By the time you finish, you will have developed a complete application from the ground up that allows you to endlessly explore game development scenarios for 2D games. If you have a basic understanding of programming essentials and a desire to hone your math skills, then get ready to take a unique journey that examines what is possible when you combine game development with basic math concepts.
      Operation of Restructured Power Systems (The Kluwer International Series in Engineering and Computer Science, Volume 621) (Power Electronics and Power Systems)
      Average customer rating: Not rated
        Operation of Restructured Power Systems (The Kluwer International Series in Engineering and Computer Science, Volume 621) (Power Electronics and Power Systems)
        Kankar Bhattacharya , Math H.J. Bollen , and Jaap E. Daalder
        Manufacturer: Springer
        ProductGroup: Book
        Binding: Hardcover

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        Accessories:
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        3. Fundamentals of Power Electronics (Second Edition) Fundamentals of Power Electronics (Second Edition)

        ASIN: 0792373979

        Book Description

        The book provides an in depth coverage of power system operation in the deregulated electricity market environment. Basic principles of power system operation and economics have been discussed with an emphasis on recent research in the area.
        Other features include coverage of a wide spectrum of issues such as: A highlight of the book is the extensive coverage and country specific information provided on various operational aspects of restructured power systems worldwide.
        Operation of Restructured Power Systems presents a discussion of restructured electricity markets that have been established in various degrees and forms in many countries. This book comes at a time when the deregulation process is poised to undergo further rapid advancements. It is envisaged that the reader will benefit by way of an enhanced understanding of power system operations in the conventional vertically integrated environment vis-à-vis the deregulated environment.
        Vector Games Math Processors (Wordware Game Math Library)
        Average customer rating: 3 out of 5 stars
        • Unreadable
        • Great Book
        Vector Games Math Processors (Wordware Game Math Library)
        James Leiterman
        Manufacturer: Wordware Publishing, Inc.
        ProductGroup: Book
        Binding: Paperback

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        1. 32/64-bit 80x86 Assembly Language Architecture 32/64-bit 80x86 Assembly Language Architecture
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        ASIN: 1556229216

        Book Description

        Due to the advancement of video games and game console hardware, the super computer is now a home consumer appliance. Vector Game Math Processors explains to programmers how to write parallel-based integer and floating point based math algorithms for use in video games as well as scientific applications. Every manufacturer uses their own terms such as SIMD, Packed Data, Parallel Data, Semi-Vector, and Vector but they are all different labels for the methodology for programming multiple sets of data with the same computer instruction at the same time. Programmers have been publicly declaring these newer processors more complex and harder to program. The primary goal of this book is to explain the differences in these processors. This is an advanced title appropriate for experienced game and graphics programmers and is part of the Wordware Game Developer's Library.

        Customer Reviews:

        1 out of 5 stars Unreadable.......2006-04-20

        The author seems knowledgeable in the area he covers, but, unfortunately, can't write: there isn't one clear paragraph in the whole book, not one coherent chapter -- this book reads like a transcript of a mental patient's ranting: disjointed and random, ungrammatical, having no logical structure, no direction; with concepts used w/o being defined before (or after!); wrong words used all the time (or, alternatively, missing a word now and then) -- all in all, a sizeable load of gibberish that's torture to parse and impossible to understand. Even vector math itself is not defined!

        The author, if he must write at all, should team up with a competent technical writer, maybe as a coauthor, especially since the publisher, Wordware (based on my observations, a second-rate outfit in general) doesn't seem keen on providing adequate editorial contribution

        5 out of 5 stars Great Book.......2004-12-22

        This book is for professionals and intermediate programmers interested in optimizing 3D vector calculations of their code. So this book gives you a clue what and how to do. I think a really professional book from a professional. It gives you a nice start to build fast code for vector and matrix calculations.
        Maybe faster then the DirectX implementations. ;-)

        Some important notes about the book:

        1. nice explanations and figures
        2. no nonsense code or listnings
        3. all working code and compiled binaries
        4. 4 platforms supported - so if you are coding a proggy in OpenGl for Mac and Windows. It will compile with a appropriate compiler.
        5. no stupid or extrordinary woodoo assembler code - understandable code!
        6. many instruction sets are explained and implemented like MMX, 3DNow, SSE and so on

        A great buy. Satisfaction is guaranteed.

        Martin
        Berlin
        Bits and Pieces: Understanding and Building Computing Devices
        Average customer rating: Not rated
          Bits and Pieces: Understanding and Building Computing Devices
          Irwin Math
          Manufacturer: Scribner Book Company
          ProductGroup: Book
          Binding: School & Library Binding

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          ASIN: 0684178796
          Business Math Electronic Calculations: Advanced Business Problem Solving
          Average customer rating: Not rated
            Business Math Electronic Calculations: Advanced Business Problem Solving
            Albert G. Giordano , and Pauline K. Palmen
            Manufacturer: Prentice Hall College Div
            ProductGroup: Book
            Binding: Paperback

            StatisticsStatistics | Economics | Business & Investing | Subjects | Books
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            ASIN: 013107962X

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            1. Mathematical Methods and Algorithms for Signal Processing
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