Mathematics for Game Programming and Computer Graphics Год издания: 2022 Автор: Penny de Byl Издательство: Packt ISBN: 9781801077330 Язык: Английский Формат: EPUB Качество: Издательский макет или текст (eBook) Интерактивное оглавление: Да Количество страниц: 444 Описание: Mathematics is an essential skill when it comes to graphics and game development, particularly if you want to understand the generation of real-time computer graphics and the manipulation of objects and environments in a detailed way. Python, together with Pygame and PyOpenGL, provides you with the opportunity to explore these features under the hood, revealing how computers generate and manipulate 3D environments. Mathematics for Game Programming and Computer Graphics is an exhaustive guide to getting “back to the basics” of mathematics, using a series of problem-based, practical exercises to explore ideas around drawing graphic lines and shapes, applying vectors and vertices, constructing and rendering meshes, and working with vertex shaders. By leveraging Python, Pygame, and PyOpenGL, you’ll be able to create your own mathematics-based engine and API that will be used throughout to build applications. By the end of this graphics focussed book, you’ll have gained a thorough understanding of how essential mathematics is for creating, rendering, and manipulating 3D virtual environments and know the secrets behind today’s top graphics and game engines.
Оглавление
Preface Part 1 – Essential Tools Chapter 1: Hello Graphics Window: You’re On Your Way Chapter 2: Let’s Start Drawing Chapter 3: Line Plotting Pixel by Pixel Chapter 4: Graphics and Game Engine Components Chapter 5: Let’s Light It Up! Chapter 6: Updating and Drawing the Graphics Environment Chapter 7: Interactions with the Keyboard and Mouse for Dynamic Graphics Programs Part 2 – Essential Trigonometry Chapter 8: Reviewing Our Knowledge of Triangles Chapter 9: Practicing Vector Essentials Chapter 10: Getting Acquainted with Lines, Rays, and Normals Chapter 11: Manipulating the Light and Texture of Triangles Part 3 – Essential Transformations Chapter 12: Mastering Affine Transformations Chapter 13: Understanding the Importance of Matrices Chapter 14: Working with Coordinate Spaces Chapter 15: Navigating the View Space Chapter 16: Rotating with Quaternions Part 4 – Essential Rendering Techniques Chapter 17: Vertex and Fragment Shading Chapter 18: Customizing the Render Pipeline Chapter 19: Rendering Visual Realism Like a Pro Index Other Books You May Enjoy
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