Download PDF by JungHyun Han: 3D Graphics for Game Programming

By JungHyun Han

ISBN-10: 1439827370

ISBN-13: 9781439827376

Designed for complicated undergraduate and starting graduate classes, 3D pictures for video game Programming presents must-know details for achievement in interactive pix. Assuming a minimum prerequisite realizing of vectors and matrices, it additionally presents enough mathematical heritage for video game builders to mix their past event in photographs API and shader programming with the history conception of machine graphics.

Well equipped and logically offered, this ebook takes its organizational layout from GPU programming and offers quite a few algorithms for programmable levels besides the information required to configure hard-wired phases. simply available, it deals a wealth of problematic 3D visible displays and contains extra theoretical and technical information in separate shaded packing containers and non-compulsory sections.

Maintaining API neutrality all through to maximise applicability, the publication supplies pattern courses to help in knowing. complete PowerPoint documents and extra fabric, together with videos and lecture notes with all the figures within the ebook, can be found at the book’s site:

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18), the vector (M −1 ) n is orthogonal to both (q − p ) and (r − p ), and therefore can be taken as the normal T vector n of the transformed triangle. It concludes that (M −1 ) is the correct transform to be applied to n. Fig. 9: Before transforms, n is orthogonal to the triangle p,q,r . Whereas T p,q,r is transformed by M , n is transformed by (M −1 ) . Then, the transformed normal n remains orthogonal to the transformed triangle p ,q ,r . 2 View Transform Suppose that the world transform has been completed and all objects are now defined in the world space.

22). It converts the view frustum into the 2×2×1-sized cuboid. Consider a point v located in the view frustum, whose coordinates are (x, y, z). If v is projectiontransformed into v at (x , y , z ), x and y are in the range of [−1,1], and z is in [−1,0]. Based on this observation, x , y and z are calculated. Let us first compute y . Fig. 19-(a) shows the view frustum’s cross section. In the figure, v and v are represented as (y, z) and (y , z ), respectively. A conceptual projection plane is defined: z = −cot f ovy 2 .

20-(b). Let us discuss another remodeling task. Fig. 21-(a) shows an object composed of a triangle and a square. It is defined at the −z side of the RHS. When a model is viewed, a synthetic camera’s position and view direction have to be defined, as will be presented in Chapter 2. Assume that the camera is positioned at the origin and its view direction is (0, 0, −1). Then, the camera captures the image shown in the right-hand side of Fig. 21-(a). Suppose that the object is ported as is into the LHS-based package.

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