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Mathematics for Game Programming and Computer Graphics - Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments (Paperback)
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Mathematics for Game Programming and Computer Graphics - Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments (Paperback)
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A comprehensive guide to learning fundamental 3D mathematical
principles used in games and computer graphics by example Key
Features * Get acquainted with the essential mathematics needed to
describe, simulate, and render 3D creations * Construct and
manipulate 3D animated environments using Python, Pygame, and
PyOpenGL * Develop vertex and fragment shaders in OpenGL shader
language to speed up rendering Book Description 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. What
you will learn * Get up and running with Python, Pycharm, Pygame,
and PyOpenGL * Experiment with different graphics API drawing
commands * Review basic trigonometry and how it's important in 3D
environments * Apply vectors and matrices to move, orient, and
scale 3D objects * Render 3D objects with textures, colors,
shading, and lighting * Work with vertex shaders for faster
GPU-based rendering Who This Book Is For This book is for
programmers who want to enhance their 3D mathematics skills
relating to computer graphics and computer games. Knowledge of high
school-level mathematics and a working understanding in an
object-orientated language is needed to grasp the contents present
in this book. Table of Contents * Hello Graphics Window: You're on
your way * Let's Start Drawing * Line Plotting Pixel by Pixel *
Graphics and Game Engine Components * Let's Light it Up! * Updating
and Drawing the Graphics Environment * Interactions with the
Keyboard and Mouse for Dynamic Graphics Programs * Reviewing Our
Knowledge of Triangles * Practicing Vector Essentials * Getting
acquainted with Lines, Rays and Normals * Manipulating the Light
and Texture of Triangles * Mastering Affine Transformations *
Understanding the Importance of Matrices * Working with coordinate
Spaces * Navigating the view space * Rotating with Quaternions *
Vertex and fragment shading * Customizing the Render Pipeline *
Rendering Visual Realism Like a Pro
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