Book Image

Mathematics for Game Programming and Computer Graphics

By : Penny de Byl
5 (1)
Book Image

Mathematics for Game Programming and Computer Graphics

5 (1)
By: Penny de Byl

Overview of this book

Mathematics is an essential skill when it comes to graphics and game development, particularly if you want to understand the generation of real-time computer graphics and the manipulation of objects and environments in a detailed way. Python, together with Pygame and PyOpenGL, provides you with the opportunity to explore these features under the hood, revealing how computers generate and manipulate 3D environments. Mathematics for Game Programming and Computer Graphics is an exhaustive guide to getting “back to the basics” of mathematics, using a series of problem-based, practical exercises to explore ideas around drawing graphic lines and shapes, applying vectors and vertices, constructing and rendering meshes, and working with vertex shaders. By leveraging Python, Pygame, and PyOpenGL, you’ll be able to create your own mathematics-based engine and API that will be used throughout to build applications. By the end of this graphics focussed book, you’ll have gained a thorough understanding of how essential mathematics is for creating, rendering, and manipulating 3D virtual environments and know the secrets behind today’s top graphics and game engines.
Table of Contents (26 chapters)
1
Part 1 – Essential Tools
9
Part 2 – Essential Trigonometry
14
Part 3 – Essential Transformations
20
Part 4 – Essential Rendering Techniques

Calculating and displaying normals

Unlike rays, which have a starting position and direction and are infinite in length, normals are special vectors assigned to mesh surfaces and vertices. A normal is a vector that usually sits at 90 degrees to a surface. I say usually because they can be manipulated for special surface texturing effects. Normals are used to calculate how light falls on a surface, as well as define the side of a polygon to which a texture is applied. There are two places normals are used; on surfaces and vertices, as shown in Figure 10.6, though usually, they are defined with vertices in mesh files:

Figure 10.6: Normals

As shown in Figure 10.6, mathematically, a plane has two normals, which can be found using the cross product of two vectors on the surface. Recall from Chapter 9, Practicing Vector Essentials, that multiplying two vectors together results in a third vector that sits at right angles to the initial vectors. In Figure 10.6, one...