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Mathematics for Game Programming and Computer Graphics

You're reading from   Mathematics for Game Programming and Computer Graphics Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments

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Product type Paperback
Published in Nov 2022
Publisher Packt
ISBN-13 9781801077330
Length 444 pages
Edition 1st Edition
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Penny de Byl Penny de Byl
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Penny de Byl
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Table of Contents (26) Chapters Close

Preface 1. Part 1 – Essential Tools
2. Chapter 1: Hello Graphics Window: You’re On Your Way FREE CHAPTER 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

Combining transformation matrices for complex maneuvers

As with the OpenGL order of transformations, which we discussed in Chapter 12, Mastering Affine Transformations, when combining these homogeneous representation matrices to produce compound movements involving translation, scaling, and rotation, the matrices are presented in reverse order. For example, to transform a point by (3, 4, 5), rotate it around the X-axis by 45 degrees, and then scale it by 0.3 in all directions; the matrix multiplication is as follows:

Note how the translation matrix of the first operation is placed on the right and the scaling matrix on the left. To multiply this out, we begin by multiplying the last two matrices (the translation and rotation) to get the following:

Then, we complete the multiplication with the remaining two matrices, which results in the following:

Although learning to calculate these operations by hand is a great skill to have and will help embed your understanding...

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