Mathematics for Game Programming and Computer Graphics - Penny de Byl

Mathematics for Game Programming and Computer Graphics

Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments

(Autor)

Buch | Softcover
444 Seiten
2022
Packt Publishing Limited (Verlag)
978-1-80107-733-0 (ISBN)
52,35 inkl. MwSt
A comprehensive guide to learning fundamental 3D mathematical principles used in games and computer graphics by example

Key Features

Get acquainted with the essential mathematics needed to describe, simulate, and render 3D creations
Construct and manipulate 3D animated environments using Python, Pygame, and PyOpenGL
Develop vertex and fragment shaders in OpenGL shader language to speed up rendering

Book DescriptionMathematics 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.What you will learn

Get up and running with Python, Pycharm, Pygame, and PyOpenGL
Experiment with different graphics API drawing commands
Review basic trigonometry and how it’s important in 3D environments
Apply vectors and matrices to move, orient, and scale 3D objects
Render 3D objects with textures, colors, shading, and lighting
Work with vertex shaders for faster GPU-based rendering

Who this book is forThis book is for programmers who want to enhance their 3D mathematics skills relating to computer graphics and computer games. Knowledge of high school–level mathematics and a working understanding in an object-orientated language is needed to grasp the contents present in this book.

Penny de Byl is a full stack developer with an honors in graphics and Ph.D. in artificial intelligence for games. She has a passion for teaching, teaching games development and computer graphics for over 25 years in universities in Australia and Europe. Her best-selling textbooks, including Holistic Game Development with Unity, are used in over 100 institutions. She has won numerous awards for teaching, including an Australian Government Excellence in Teaching Award and the Unity Mobile Game Curriculum Competition. Her approach to teaching computer science and related fields is project-based giving you hands-on workshops you can immediately get your teeth into. The full range of her teaching interests can be found at H3D Learn.

Table of Contents

Hello Graphics Window: You're on your way
Let's Start Drawing
Line Plotting Pixel by Pixel
Graphics and Game Engine Components
Let's Light it Up!
Updating and Drawing the Graphics Environment
Interactions with the Keyboard and Mouse for Dynamic Graphics Programs
Reviewing Our Knowledge of Triangles
Practicing Vector Essentials
Getting acquainted with Lines, Rays and Normals
Manipulating the Light and Texture of Triangles
Mastering Affine Transformations
Understanding the Importance of Matrices
Working with coordinate Spaces
Navigating the view space
Rotating with Quaternions
Vertex and fragment shading
Customizing the Render Pipeline
Rendering Visual Realism Like a Pro

Erscheinungsdatum
Verlagsort Birmingham
Sprache englisch
Maße 191 x 235 mm
Themenwelt Mathematik / Informatik Informatik Grafik / Design
ISBN-10 1-80107-733-9 / 1801077339
ISBN-13 978-1-80107-733-0 / 9781801077330
Zustand Neuware
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