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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 4 – Essential Rendering Techniques

This part covers the visual representation of 3D objects and introduces vertex and fragment shaders. Through the use of shaders, you will discover how to optimize and speed up graphics rendering by employing the power of the graphics processing unit. The contents will cover the practical conversion of the OpenGL program written throughout to use shader code. In addition, shading models for lighting will be applied before the book wraps up by implementing the latest shader technique of physically-based rendering.

In this part, we cover the following chapters:

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Publisher Resources

ISBN: 9781801077330Supplemental Content