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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

Index

As this ebook edition doesn't have fixed pagination, the page numbers below are hyperlinked for reference only, based on the printed edition of this book.

Symbols

2D environment

combining, with 3D environment 120-125

3D coordinates system 73

left-handed system 73, 74

perspective projection 74-76

points, translating 225, 226

projecting, into NDC 76-79

right-handed system 73, 74

3D shapes rotation

reference link 233

3-gon 33

4-gon 33

A

Affine Transformations 223

compounding 254-256

linear equations, moving to matrix operations 252-254

matrix representations, creating 252

albedo 392

ambient lighting 374

using 374, 375

ambient occlusion (AO) 392, 398

angles

relationship with vectors, exploring 172, 173

anti-aliasing 56-58

application programming interface (API) 62

arbitrary axis

rotating around 312-315

arccos 150

arcsin 150

arctan 150

ASCII art

URL 29

...

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