官术网_书友最值得收藏!

Mathematics and Graphics Concepts

Before we begin rendering objects , it is essential that you are familiar with the math that will be used for the projects in later chapters. Mathematics plays a crucial role in games development, and graphics programming generally uses vectors and matrices extensively. In this chapter, you will see where these math concepts come in handy. We'll first go over some key mathematical concepts, and then apply them to working with space transformations and a render pipeline. There are dedicated books which cover all the math related topics required for game development. Since we will be covering Graphics Programming with C++, other mathematics topics are out of the scope of this book.

In the following chapters we will be using OpenGL or Vulkan graphics APIs for rendering our objects and will use the GLM math library for doing the maths. In this chapter we will explore the process of creating a 3D object in a virtual world using matrix and vector transforms. Then we will look at how we transform a 3D point into a 2D location using space transforms, and  how the graphics pipeline helps us to achieve this.

We will cover the following topics:

  • Learn basics about the 3D coordinate system.
  • The basics of vector and matrix math and transforms
  • Getting familiar with GLM C++ Math Library
  • How to implement Space transformations in 3D graphics
  • Understanding the flow of Graphics pipeline
主站蜘蛛池模板: 陵川县| 松溪县| 和田县| 崇左市| 东辽县| 徐汇区| 东阳市| 滨州市| 昌邑市| 济南市| 安仁县| 临沂市| 南阳市| 沙坪坝区| 广东省| 玉溪市| 嘉黎县| 宜州市| 合江县| 梅州市| 丽水市| 揭西县| 峡江县| 广灵县| 和田市| 昭平县| 淳安县| 墨玉县| 泸水县| 柘荣县| 丘北县| 深州市| 冕宁县| 准格尔旗| 夏河县| 邹城市| 屏南县| 尼玛县| 东乌珠穆沁旗| 尚志市| 遵义县|