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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

Applying the Inverse Square Law

The way that the strength of light gets weaker with distance from the light source is described by the inverse square law. It states that the light intensity gets inversely weaker based on the square of the distance the viewer is away from the light source. Mathematically, we represent it like this:

Just how quickly the light strength falls off with distance will depend on the medium through which the light is traveling. We can calculate the strength of light at a certain distance in the same medium if we know its strength for a previously measured distance. For example, if the light intensity is 10 at a distance of 100 meters from the source, we can calculate the strength that this same light will be at 125 meters, using proportions like this:

This answer makes sense if we think about it as the same light at a further distance being less bright.

The strength of the light being emitted from the light source, as we discussed...

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