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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

Scaling points with x, y, and z

It might seem a strange proposition to scale a single point if you think about it, as a point has no size—it’s just a location in space. So, what happens if you try to scale it through the affine transformation of scaling? Well, scaling is an operation performed by the multiplication of each of the point coordinates. Take, for example, the point (2, 4, 6)—if this is scaled by 0.5 (in other words, halved), the resulting point is (1, 2, 3). In this case, what has happened to the point is that it has been moved.

The formal mathematics for scaling is:

P(x, y, z) = S x Q(x, y, z)

Here, the x, y, and z coordinates of the resulting point P are the point Q’s individual coordinates multiplied by S. Let’s consider again the cube from Figure 12.2. The result of multiplying each of the cube’s vertices by 0.5 will result in the cube shown in Figure 12.4:

Figure 12.4: A scaled cube

In this...

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