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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

Transferring processing from the CPU to the GPU

OpenGL pre-dates modern graphics cards as we know them now. It was originally built to work with render farms, which were mostly superseded by modern-day graphics cards. As such, it underwent an API redesign in 2008 with the release of version 3.0, which focused on GPU programming.

You might now be wondering whether what you’ve learned thus far in this book is suddenly out of date! The answer is no. The mathematics is always relevant—it never changes. Up until now, you’ve received a gentle introduction to graphics programming. From here on, it gets more challenging.

If you think about it, the transforms that we’ve performed on an object move the object as a whole, but the equations for the transforms move each vertex individually. It’s just the nature of affine transformations. As discussed in Chapter 12, Mastering Affine Transformations, this means that moving an object is the same as transforming...

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