Mathematics for Game Programming and Computer Graphics
This book combines theoretical explanations and practical examples to explore the fundamental concepts surrounding mathematics in game programming and computer graphics. This book will help you to uncover the secrets behind today’s top graphics and game engines and apply these ideas in your own development workflows.
Offered by
Difficulty Level
Intermediate
Completion Time
14h48m
Language
English
About Book
Who Is This Book For?
This book is for programmers who want to enhance their 3D mathematics skills relating to computer graphics and computer games. Knowledge of high school–level mathematics and a working understanding in an object-orientated language is needed to grasp the contents present in this book.
Mathematics for Game Programming and Computer Graphics
- About Book
- Who Is This Book For?
- Book Content
Book content
chapters • 14h48m total length
Hello Graphics Window: You're on your way
Let’s Start Drawing
Line Plotting Pixel by Pixel
Graphics and Game Engine Components
Let's Light it Up!
Updating and Drawing the Graphics Environment
Interactions with the Keyboard and Mouse for Dynamic Graphics Programs
Reviewing Our Knowledge of Triangles
Practicing Vector Essentials
Getting acquainted with Lines, Rays and Normals
Manipulating the Light and Texture of Triangles
Mastering Affine Transformations
Understanding the Importance of Matrices
Working with coordinate Spaces
Navigating the view space
Rotating with Quaternions
Vertex and fragment shading
Customizing the Render Pipeline
Rendering Visual Realism Like a Pro
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