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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

Using the parametric form of lines

While the line equation given in the previous section is something most people are familiar with from high school mathematics, it’s not particularly useful in graphics when you want to manipulate objects or work out intersections, animations, and collisions. Therefore, we tend to use the parametric form. The parametric form of an equation, rather than using x and y to calculate positions, uses time, represented by t. This might sound confusing at first but bear with me while I explain.

Consider Figure 10.3 (a). Notice how a line segment can be represented by two points and a vector going between them:

Figure 10.3: A line segment with a vector between the start and end points

The calculation for v is as follows:

v = b – a

We can also express it like so:

b = a + v

This tells us that if we start at point a and travel along the whole length of v, we will end up at b. Where would you be if you only...

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