Mathematics for Computer Graphics and Game Programming: A Self-Teaching Introduction
D. P. Kothari, G. Awari, D. Shrimankar, A. Bhende
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. Companion files with textures, models, and figures are included.
- Companion files with models, textures, and figures
- Includes chapters on programming graphics in C and OpenGL.
eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at firstname.lastname@example.org.