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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

Drawing Models with Meshes

A model is an object drawn by the graphics engine. It contains a list of vertices that define its structure in terms of polygons. The collection of these connected polygons is known as a mesh. Each polygon inhabits a plane—this means that it is flat. A basic model with elementary shading appears faceted, such as that shown in Figure 4.4. This flat nature is hidden using differing materials, as we will discuss shortly:

Figure 4.4: A basic polygon mesh showing the flatness of each polygon

A polygon mesh is stored internally as a list of vertices and triangles. Triangles are chosen to represent each polygon over that of a square, as triangles require less storage and are faster to manipulate as they have one less vertex.

A typical data structure to hold a mesh is illustrated in the following diagram:

Figure 4.5: A vertex and triangle array used to define the triangles of a square

The example given stores...

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