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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

Understanding the difference between points and vectors

We can make sense of vectors by examining them in Cartesian coordinates. A vector in 2D is expressed as (x, y), in 3D as (x, y, z), and in 4D as (x, y, z, w).

Yes, I said four dimensions! At this stage, you are most likely looking at that “w” at the end of the expression and wondering where it came from. Don’t worry about it too much as its purpose will become clearer when we examine matrix multiplication.

In theory, a vector can be defined in any number of dimensions extending to infinity. They are used for complex mathematical calculations that can be found in applications relating to machine learning, astrophysics, financial analysis, and inverse kinematics, to name a few. However, in graphics, 2D, 3D, and 4D vectors are used.

Figure 9.1 illustrates a point and a vector in both 2D and 3D space. If you were to just look at the expressions for a vector, shown previously, you could be forgiven for...

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