Mathematics for Computer Graphics and Game Programming

Mathematics for Computer Graphics and Game Programming

Book Description
Designed to explain the mathematical concepts involved in computer graphics and its entities, this book is ideal for courses in computer graphics, engineering, game development, as well as for professionals in industry. It begins with simple concepts such as how an image is generated on the screen and then moves to cover the different algorithms for the generation of simple geometry on the screen. The following chapters include two-dimensional and three-dimensional transformations, parametric representation of planar curves and parametric representation of space curves such as cubic splines, Bezier curves, etc. In addition to programming in C, OpenGL, and several other topics, it includes a final chapter on the methods of generating 3D models.


Chapter 1. Introduction to Computer Graphics
Chapter 2. Vector Representation of Geometric Entities
Chapter 3. Two-Dimensional Transformation
Chapter 4. Three-Dimensional Transformation
Chapter 5. Parametric Representation of Planar Curves
Chapter 6. Parametric Representation of Space Curves
Chapter 7. Parametric Representation of Surfaces
Chapter 8. Windowing and Clipping
Chapter 9. Generation of a 3D Model
Chapter 10. Projections
Chapter 11. Graphics Programs in C Language
Chapter 12. OpenGL with Computer Graphics
Chapter 13. Programming Graphics Using OpenGL

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