Mathematics for Game Programming and Computer Graphics - Helion
Tytuł oryginału: Mathematics for Game Programming and Computer Graphics
ISBN: 9781801077491
stron: 444, Format: ebook
Data wydania: 2022-11-30
Księgarnia: Helion
Cena książki: 149,00 zł
Mathematics 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.
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Spis treści
Mathematics for Game Programming and Computer Graphics. Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments eBook -- spis treści
- 1. Hello Graphics Window: You're on your way
- 2. Let's Start Drawing
- 3. Line Plotting Pixel by Pixel
- 4. Graphics and Game Engine Components
- 5. Let's Light it Up!
- 6. Updating and Drawing the Graphics Environment
- 7. Interactions with the Keyboard and Mouse for Dynamic Graphics Programs
- 8. Reviewing Our Knowledge of Triangles
- 9. Practicing Vector Essentials
- 10. Getting acquainted with Lines, Rays and Normals
- 11. Manipulating the Light and Texture of Triangles
- 12. Mastering Affine Transformations
- 13. Understanding the Importance of Matrices
- 14. Working with coordinate Spaces
- 15. Navigating the view space
- 16. Rotating with Quaternions
- 17. Vertex and fragment shading
- 18. Customizing the Render Pipeline
- 19. Rendering Visual Realism Like a Pro