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Mathematics for Game Programming and Computer Graphics
book

Mathematics for Game Programming and Computer Graphics

by Penny de Byl
November 2022
Intermediate to advanced
444 pages
9h 53m
English
Packt Publishing
Content preview from Mathematics for Game Programming and Computer Graphics

Part 3 – Essential Transformations

In this part, you will learn how to manipulate graphical elements primarily through translation, rotation, and scaling. This content makes use of the knowledge obtained in Part 2, Essential Trigonometry, by applying vector and triangle mathematics to solve the problem of moving, scaling, and rotating objects in a 3D environment. Of most importance to your success as a graphics programmer is the thorough examination of matrices and quaternions that will explain why graphics and game engines always work with 4D values. In addition, the perplexing set of coordinate spaces that are a large part of transforming a model’s 3D vertices into pixels on the screen will be demystified and built into the project.

In this ...

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Publisher Resources

ISBN: 9781801077330Supplemental Content