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I'm a first-grade highschool student who has been making games in 2D most of the time, but I started working on a 3D project for a change. I'm using a high-level engine that abstracts most of the math away from me, but I'd like to know what I'm dealing with!

What books should I read on 3D mathematics? Terms like "rotation matrices" should be explained in there, for example. I could, of course, go searching these things on the interweb, but I really like books and I would probably miss something out by self-educating, which is what I do most of the time anyway.

I mostly know basic mathematics, derivatives of polynomial functions is the limit to my current knowledge, but I probably do have some holes on the fields of trigonometry and such (we didn't start learning that in school, yet, so basically I'm only familiar with sin, cos and atan2).

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When you say you're a "first grade high school student", you probably mean "first year high school student", since "first grade" sounds like you're 7 years old (the first year of elementary school is called first grade, at least in the US). –  KCd May 27 '12 at 23:03
    
Maybe in the American/UK/whathaveyou school system, here I'm a "first grader" all over again. ;) But yeah, that's what I meant. –  akled May 28 '12 at 7:47
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The Pharr and Humphreys book Physically Based Rendering is excellent. It comes with a lot of sample code. The diagrams are superb. It is exhaustive, and will keep you busy for a long time. Drawback: It costs a hundred bucks.

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Damn, I just spent a lot on some other books so I'm kinda short. I'll see if I can download it somewhere, and if I'll like it, I'll buy it later. Thanks! –  akled May 28 '12 at 7:48
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