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

Projecting Pixels onto the Screen

As previously discussed, the function of a projection is to map coordinates in the eye space into a rectangular prism with the corner coordinates of (-1, -1, -1) and (1, 1, 1), as shown in Figure 4.10. This volume is called normalized device coordinates (NDCs). This cube is used to define coordinates in a screen-independent display coordinate system and defines the view volume as normalized points. This information can then be used to produce pixels on the screen with the z coordinates being used during the drawing to determine which pixels should appear in front of others. First, though, you need to define the confines of the camera’s view volume so that a mapping can be produced:

Figure 4.10: The process of projection

Since the object is projected onto the near plane of the camera, we can use the corner coordinates of that plane to determine the mapping. The coordinates of the left top corner are indicated by (left...