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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

Adding Lighting Effects

Lighting in computer graphics serves the same purpose as it does in the real world. It provides definition to the rendering of objects, making them seem embedded in the virtual world. The way that light is perceived depends on the surface treatment of the objects. These treatments are defined as materials and will be discussed in the next section.

Light sources consist of three primary lighting interactions:

  • Ambient light represents the background light in an environment that doesn’t emanate from anywhere. It’s like the light that you can still see in a room when all the lights are out, but you can still make out the shapes of objects because light might be leaking into the room through windows. It is light that has been reflected and scattered so much that you can’t tell where it is coming from. It’s a basic coloring and although it doesn’t emanate from a particular source, in computer graphics, it is assigned as...
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