Mathematics for Computer Graphics and Game Programming (eBook)
412 Seiten
Packt Publishing (Verlag)
978-1-83664-894-9 (ISBN)
This book explains the mathematical concepts in computer graphics, ideal for courses in graphics, engineering, game development, and industry professionals. It starts with how images are generated on screens and covers algorithms for creating simple geometry. The book progresses through two-dimensional and three-dimensional transformations, parametric representation of planar and space curves like cubic splines and Bezier curves. It also includes programming in C, OpenGL, and methods for generating 3D models.
The course begins with an introduction to computer graphics and vector representation of geometric entities. It then covers 2D and 3D transformations, parametric representation of curves and surfaces, windowing and clipping, and generating 3D models. The final chapters focus on projections and programming graphics using C and OpenGL.
Understanding these concepts is crucial for mastering computer graphics. This book transitions readers from basic concepts to advanced techniques, blending theoretical knowledge with practical skills. It is an essential resource for mastering the mathematical foundations and programming techniques in computer graphics.
A comprehensive guide to mastering the mathematical concepts essential for computer graphics and game programming, featuring practical examples and coding exercises.Key FeaturesComprehensive coverage of mathematics for graphicsPractical coding examples in C and OpenGLStep-by-step instructions and exercisesBook DescriptionThis book explains the mathematical concepts in computer graphics, ideal for courses in graphics, engineering, game development, and industry professionals. It starts with how images are generated on screens and covers algorithms for creating simple geometry. The book progresses through two-dimensional and three-dimensional transformations, parametric representation of planar and space curves like cubic splines and Bezier curves. It also includes programming in C, OpenGL, and methods for generating 3D models. The course begins with an introduction to computer graphics and vector representation of geometric entities. It then covers 2D and 3D transformations, parametric representation of curves and surfaces, windowing and clipping, and generating 3D models. The final chapters focus on projections and programming graphics using C and OpenGL. Understanding these concepts is crucial for mastering computer graphics. This book transitions readers from basic concepts to advanced techniques, blending theoretical knowledge with practical skills. It is an essential resource for mastering the mathematical foundations and programming techniques in computer graphics.What you will learnUnderstand vector representationsApply 2D and 3D transformationsRepresent parametric curvesImplement windowing and clippingGenerate 3D modelsProgram with OpenGLWho this book is forStudents, programmers, and game developers interested in computer graphics will find this guide helpful. A basic understanding of programming is recommended. No prior knowledge of graphics is required.]]>
Erscheint lt. Verlag | 7.8.2024 |
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Sprache | englisch |
Themenwelt | Mathematik / Informatik ► Informatik ► Grafik / Design |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Mathematik / Informatik ► Mathematik | |
ISBN-10 | 1-83664-894-4 / 1836648944 |
ISBN-13 | 978-1-83664-894-9 / 9781836648949 |
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