
Vectors and Pixels: Mastering the Mathematics of Computer Graphics
Shedding Light on Advanced Rendering Techniques
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Title
Unlock a new dimension of digital artistry with 'Vectors and Pixels: Mastering the Mathematics of Computer Graphics.' This essential guide delves into the complex world of computer graphics and lighting, merging mathematical theories with practical application. Ideal for students and professionals, this book bridges the gap between abstract concepts and real-world rendering techniques. Whether you're a beginner seeking foundational understanding or an expert yearning for deeper insight into advanced algorithms, this book is tailored to elevate your skills in the fascinating realm of computer graphics.
Structured in 12 insightful chapters, 'Vectors and Pixels' offers an in-depth exploration of the essential mathematics that underlies modern visual computing. Readers will embark on a journey through geometric transformations, 3D modeling, and the intricacies of light simulation. Every chapter is a mosaic of carefully structured sections, designed to sequentially build your knowledge from basic vector algebra to complex shading equations. Advanced chapters delve into the heart of computer graphics - rendering and lighting - illuminating the mathematical principles that make photorealistic environments possible.
With tangible examples, interactive exercises, and visual aids, readers will transform abstract mathematical concepts into tools that breathe life into digital scenes. Each concept is presented with clarity, ensuring a seamless progression for beginners, while thought-provoking challenges await experts, nurturing a deeper understanding of the field's cutting-edge developments.
Precise diagrams, comprehensive examples, and practical insights ensure that readers can apply their newfound knowledge to real-world problems. From game design to virtual reality, 'Vectors and Pixels' empowers you to create stunning visual effects with the confidence of a seasoned professional. The book's harmonious blend of theory and application makes it an indispensable resource for anyone aspiring to excel in computer graphics and lighting.
- The Vector: Building Blocks of Graphics
- Operations and Properties of Vectors
- Vectors in Spatial Transformations
2. Matrices and Transformations
- Matrix Mathematics in Graphics
- 2D and 3D Transformations
- Homogenous Coordinates and Projection
3. Fundamentals of 3D Modeling
- Vertex, Edge, and Face: The 3D Mesh
- From Wireframe to Solid Modeling
- Surface Representation Techniques
4. Illumination Models
- The Physics of Light in Graphics
- Diffuse and Specular Reflection Models
- Ambient Lighting and Shading Techniques
5. Math Behind Texturing
- Texture Mapping Fundamentals
- UV Coordinates and Texture Wrapping
- Procedural Texturing and Noise Functions
6. Advanced Shading Techniques
- Introduction to Shader Programming
- Pixel Shading and Bump Mapping
- Ray Tracing and its Mathematical Roots
7. Color Theory in Practice
- Understanding Color Spaces
- Color Mixing and Computation
- The Role of Color in Shader Algorithms
8. Geometry for Graphic Artists
- Geometric Primitives and Their Equations
- Constructive Solid Geometry Concepts
- Advanced Geometric Algorithms for Artists
9. Rigging and Animation Mathematics
- Basics of Skinning and Deformations
- Kinematics: The Math of Movement
- Simulating Physics for Realistic Animation
10. Rendering Equations
- Understanding the Rendering Pipeline
- Equations that Drive Direct Illumination
- Global Illumination Computation
11. Optimization Techniques for Speed
- Algorithm Complexity and Graphics
- Spatial Data Structures for Efficiency
- GPU Programming and Parallel Computation
12. The Science of Real-Time Graphics
- Real-Time Versus Pre-Rendered Graphics
- Performance Metrics and Considerations
- Cutting-Edge Developments in Real-Time Rendering
Structured in 12 insightful chapters, 'Vectors and Pixels' offers an in-depth exploration of the essential mathematics that underlies modern visual computing. Readers will embark on a journey through geometric transformations, 3D modeling, and the intricacies of light simulation. Every chapter is a mosaic of carefully structured sections, designed to sequentially build your knowledge from basic vector algebra to complex shading equations. Advanced chapters delve into the heart of computer graphics - rendering and lighting - illuminating the mathematical principles that make photorealistic environments possible.
With tangible examples, interactive exercises, and visual aids, readers will transform abstract mathematical concepts into tools that breathe life into digital scenes. Each concept is presented with clarity, ensuring a seamless progression for beginners, while thought-provoking challenges await experts, nurturing a deeper understanding of the field's cutting-edge developments.
Precise diagrams, comprehensive examples, and practical insights ensure that readers can apply their newfound knowledge to real-world problems. From game design to virtual reality, 'Vectors and Pixels' empowers you to create stunning visual effects with the confidence of a seasoned professional. The book's harmonious blend of theory and application makes it an indispensable resource for anyone aspiring to excel in computer graphics and lighting.
Table of Contents
1. The Foundation of Vectors- The Vector: Building Blocks of Graphics
- Operations and Properties of Vectors
- Vectors in Spatial Transformations
2. Matrices and Transformations
- Matrix Mathematics in Graphics
- 2D and 3D Transformations
- Homogenous Coordinates and Projection
3. Fundamentals of 3D Modeling
- Vertex, Edge, and Face: The 3D Mesh
- From Wireframe to Solid Modeling
- Surface Representation Techniques
4. Illumination Models
- The Physics of Light in Graphics
- Diffuse and Specular Reflection Models
- Ambient Lighting and Shading Techniques
5. Math Behind Texturing
- Texture Mapping Fundamentals
- UV Coordinates and Texture Wrapping
- Procedural Texturing and Noise Functions
6. Advanced Shading Techniques
- Introduction to Shader Programming
- Pixel Shading and Bump Mapping
- Ray Tracing and its Mathematical Roots
7. Color Theory in Practice
- Understanding Color Spaces
- Color Mixing and Computation
- The Role of Color in Shader Algorithms
8. Geometry for Graphic Artists
- Geometric Primitives and Their Equations
- Constructive Solid Geometry Concepts
- Advanced Geometric Algorithms for Artists
9. Rigging and Animation Mathematics
- Basics of Skinning and Deformations
- Kinematics: The Math of Movement
- Simulating Physics for Realistic Animation
10. Rendering Equations
- Understanding the Rendering Pipeline
- Equations that Drive Direct Illumination
- Global Illumination Computation
11. Optimization Techniques for Speed
- Algorithm Complexity and Graphics
- Spatial Data Structures for Efficiency
- GPU Programming and Parallel Computation
12. The Science of Real-Time Graphics
- Real-Time Versus Pre-Rendered Graphics
- Performance Metrics and Considerations
- Cutting-Edge Developments in Real-Time Rendering