Mathematics for Game Programming and Computer Graphics: Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments

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.

1142635972
Mathematics for Game Programming and Computer Graphics: Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments

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.

43.99 In Stock
Mathematics for Game Programming and Computer Graphics: Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments

Mathematics for Game Programming and Computer Graphics: Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments

by Penny de Byl
Mathematics for Game Programming and Computer Graphics: Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments

Mathematics for Game Programming and Computer Graphics: Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments

by Penny de Byl

eBook

$43.99 

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Overview

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.


Product Details

ISBN-13: 9781801077491
Publisher: Packt Publishing
Publication date: 11/30/2022
Sold by: Barnes & Noble
Format: eBook
Pages: 444
File size: 16 MB
Note: This product may take a few minutes to download.

About the Author

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

Table of Contents
  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
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