3D Math Primer - Aimed at complete beginners to vector and matrix algebra.
Mathematics for 3D game Programming - Includes introduction to Vectors, Matrices, Transforms and Trigonometry. (But no euler angles or quaternions). Also includes ray tracing and some linear & rotational physics also collision detection (but not collision response).
The Geometry of Physics : An Introduction
Quaternions and Rotation Sequences.
Engineering Mathematics - This book has been going for a long time and it is now in its 5th edition, so it is tried and tested.
Div, Grad, Curl and All That: An Informal Text on Vector Calculus
Schaum's Outline of Theory and Problems of Tensor Calculus - I'm finding this hard going, it starts off with as review of linear algebra, matrix notation, etc. It redefines a lot of conventions which are hard to relearn, such as superscrips instead of subscripts to identify elements, and a summation convention, then it goes into coordinate transformations. I cant find any definition of what a tensor is. I think this book is aimed at people who already have some knowledge of the subject.
Tensor Calculus and Analytical Dynamics
Curves and Surfaces in Geometric Modeling: Theory and Algorithms
The NURBs Book (Monographs in Visual Communication) - A NURBS book for software developer, it covers the theory and also the practical side.
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