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Mathematics for Game Programming and Computer Graphics

You're reading from   Mathematics for Game Programming and Computer Graphics Explore the essential mathematics for creating, rendering, and manipulating 3D virtual environments

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Product type Paperback
Published in Nov 2022
Publisher Packt
ISBN-13 9781801077330
Length 444 pages
Edition 1st Edition
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Penny de Byl Penny de Byl
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Penny de Byl
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Table of Contents (26) Chapters Close

Preface 1. Part 1 – Essential Tools
2. Chapter 1: Hello Graphics Window: You’re On Your Way FREE CHAPTER 3. Chapter 2: Let’s Start Drawing 4. Chapter 3: Line Plotting Pixel by Pixel 5. Chapter 4: Graphics and Game Engine Components 6. Chapter 5: Let’s Light It Up! 7. Chapter 6: Updating and Drawing the Graphics Environment 8. Chapter 7: Interactions with the Keyboard and Mouse for Dynamic Graphics Programs 9. Part 2 – Essential Trigonometry
10. Chapter 8: Reviewing Our Knowledge of Triangles 11. Chapter 9: Practicing Vector Essentials 12. Chapter 10: Getting Acquainted with Lines, Rays, and Normals 13. Chapter 11: Manipulating the Light and Texture of Triangles 14. Part 3 – Essential Transformations
15. Chapter 12: Mastering Affine Transformations 16. Chapter 13: Understanding the Importance of Matrices 17. Chapter 14: Working with Coordinate Spaces 18. Chapter 15: Navigating the View Space 19. Chapter 16: Rotating with Quaternions 20. Part 4 – Essential Rendering Techniques
21. Chapter 17: Vertex and Fragment Shading 22. Chapter 18: Customizing the Render Pipeline 23. Chapter 19: Rendering Visual Realism Like a Pro 24. Index 25. Other Books You May Enjoy

Exploring How Normals Affect Lighting

Lighting is a complex topic in graphics. So far, we’ve applied very simple ambient and diffuse lighting to a cube in Chapter 5, Let’s Light It Up! At the time, we discussed the lighting model of specular reflection but didn’t practically apply it as it requires the use of normals. For your convenience, Figure 5.2 of Chapter 5, Let’s Light It Up!, is repeated here as Figure 11.12:

Figure 11.12: The components of light that make up a final render

For ambient and diffuse lighting, the normal is not used and as such makes the surface of meshes appear flat with very little indication of the direction of the light source. To add specular lighting though, we need to know the normal.

Although we didn’t specify the normals for the cube in the light exercise in Chapter 5, Let’s Light It Up!, we were still able to get a lighting effect. However, this lighting was incorrect, as you will...

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