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Mathematics for Game Programming and Computer Graphics

You're reading from  Mathematics for Game Programming and Computer Graphics

Product type Book
Published in Nov 2022
Publisher Packt
ISBN-13 9781801077330
Pages 444 pages
Edition 1st Edition
Languages
Author (1):
Penny de Byl Penny de Byl
Profile icon Penny de Byl

Table of Contents (26) Chapters

Preface 1. Part 1 – Essential Tools
2. Chapter 1: Hello Graphics Window: You’re On Your Way 3. Chapter 2: Let’s Start Drawing 4. Chapter 3: Line Plotting Pixel by Pixel 5. Chapter 4: Graphics and Game Engine Components 6. Chapter 5: Let’s Light It Up! 7. Chapter 6: Updating and Drawing the Graphics Environment 8. Chapter 7: Interactions with the Keyboard and Mouse for Dynamic Graphics Programs 9. Part 2 – Essential Trigonometry
10. Chapter 8: Reviewing Our Knowledge of Triangles 11. Chapter 9: Practicing Vector Essentials 12. Chapter 10: Getting Acquainted with Lines, Rays, and Normals 13. Chapter 11: Manipulating the Light and Texture of Triangles 14. Part 3 – Essential Transformations
15. Chapter 12: Mastering Affine Transformations 16. Chapter 13: Understanding the Importance of Matrices 17. Chapter 14: Working with Coordinate Spaces 18. Chapter 15: Navigating the View Space 19. Chapter 16: Rotating with Quaternions 20. Part 4 – Essential Rendering Techniques
21. Chapter 17: Vertex and Fragment Shading 22. Chapter 18: Customizing the Render Pipeline 23. Chapter 19: Rendering Visual Realism Like a Pro 24. Index 25. Other Books You May Enjoy

Enter Bresenham: The improved approach

Jack Bresenham developed this algorithm while working for IBM in 1962. In short, it plots a straight line but doesn’t leave pixels disconnected from each other. The basic premise is that when drawing a line pixel by pixel, each successive pixel must be at least a distance of 1 in either the x or y (or both) direction. If not, a gap will appear. While the naïve approach we’ve just used creates a plot where all the x values are a distance of 1 apart, the same isn’t always true for the y values. The only way to ensure all x and y values are a distance of 1 apart is to incrementally plot the line from point 1 to point 2, ensuring that either the x or y values are changing by a maximum of 1 with each loop.

Consider the close-up of a steep line being plotted in Figure 3.4:

Figure 3.4: A line being constructed pixel by pixel

The values for dx (change in x values) and dy (change in y values) represent...

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