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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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Author (1):
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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

Vertex and Fragment Shading

The rendering of the models we’ve achieved thus far has used OpenGL’s deprecated API calls along with mathematics calculated on the CPU by Python to draw, texture, and light images on the screen. If you have tried to render models with many vertices using the current project, you’ll have noticed how slow the methods become as the vertex count increases. Even the original teapot model from Chapter 8, Reviewing Our Knowledge of Triangles, starts to slow down the application.

To speed up rendering, a graphics card (GPU) can be used to process vertices and pixels in parallel. To move the logic and algorithms we’ve written thus far onto the GPU, we must first learn how to write shader programs that are compiled and executed on the GPU.

To this end, in this chapter, we will cover the following topics:

  • Understanding shaders
  • Transferring processing from the CPU to the GPU
  • Processing pixel by pixel

As we refactor...

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