>>1
Linear algebra is just a system for performing linear equations, you know, equations of the form y = f(x) -> x*a + b
It's not a replacement for trigonometry, in fact, all of the math in 3D games still uses trigonometry, transcendental functions, and the constant π, it's just computed using systems of linear equations involving matrices and row/column vectors.
If you disagree, you know nothing of 3D graphics, as I am a 3D graphics
expert.
As for calculus, it's not used as heavily, and if you just do all of your graphics through OpenGL or Direct3D, and use tools to generate things like surface normals, and don't touch shaders much, you will never have to deal with calculus.
However, underneath the hood, calculus is heavily used all over the place, such as BDRF lighting equations, which requires integration (
http://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function ), or calculating the surface normals of curved surfaces (which is perpendicular to the tangent of the surface at a given point which is computed by taking the derivative). There are many more instances where calculus is used in computer graphics, this is just touching the surface.