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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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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

Rotating around an arbitrary axis

A vector lying on the x axis that is represented by (1, 0) and rotated by results in the vector that will be the cosine of the angle and the sine of the angle ( as illustrated in Figure 16.1. Likewise, a vector sitting on the y axis represented by (0, 1), when rotated by the same angle, will result in a vector that, too, contains a combination of cosine and sine as (-.

Figure 16.1: Two-dimensional rotations

Do these values look familiar? They should because they are the values we’ve used in the rotation matrix for a rotation around the z axis in Chapter 15, Navigating the View Space. Rotating in 2D is essentially the same operation as rotating around the z axis; as you can imagine, the z axis added to Figure 16.1 coming out of the screen toward you, and thus rotations in this 2D space are, in fact, rotating around an unseen z axis.

All the rotations we’ve looked at thus far have been to rotate a vector or...

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