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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

Manipulating the Light and Texture of Triangles

We started drawing triangles back in Chapter 2, Let’s Start Drawing, and added lighting and texturing in Chapter 5, Let’s Light It Up! Now that we’ve covered normals in Chapter 10, Getting Acquainted with Lines, Rays, and Normals, it’s time to put it all together to take a look at how these special vectors are used to manipulate and affect the appearance of triangles.

Normals can belong to vertices and mesh faces. Besides being used to specify which side of a polygon should be rendered, they are also used to calculate how light falls across the surface of a polygon. In this chapter, we will begin by improving on the normal drawing technique discussed in Chapter 10, Getting Acquainted with Lines, Rays, and Normals, and use more vector calculations on triangles to find the center of a triangle and draw the normal from that point. This will allow you to draw normals on any mesh in your project, not just cubes...

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