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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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Author (1):
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Penny de Byl Penny de Byl
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Penny de Byl
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Toc

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

The Naïve Way: Drawing a line with brute force

So, you have an equation to draw a line and want to plot it on the screen pixel by pixel. The naïve approach would be to loop through a series of x values, calculate what the y value should be at that x location given the equation, and then plot x, y as a colored pixel. When you do, a very unfortunate issue will arise.

An issue occurs because pixel locations are represented as whole numbers; however, points on a straight line can in fact be floating points. Consider the line in Figure 3.1, showing a grid of pixel locations and a line drawn through them:

Figure 3.1: A grid of pixels and a line

If you were to draw every pixel the line touched (shown by the shaded squares), it wouldn’t give a very accurate presentation of the line. In addition, the real location of any point on the line could calculate to a floating-point value. When this occurs, the value is rounded to an integer to find the closest...

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