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Computer Graphics from Scratch

Book Description

Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering.

You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view.

Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own.

Learn how to:
– Use perspective projection to draw 3D objects on a 2D plane;
– Simulate the way rays of light interact with surfaces;
– Add mirror-like reflections and cast shadows to objects;
– Render a scene from any camera position using clipping planes;
– Use flat, Gouraud, and Phong shading to mimic real surface lighting;
– Paint texture details onto basic shapes to create realistic-looking objects.

Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.

This open book is licensed under a Creative Commons License (CC BY). Free download in PDF format is not available. You can read Computer Graphics from Scratch book online for free.

Book Details

PART I
RAYTRACING
Chapter 1
Introductory Concepts
Chapter 2
Basic Raytracing
Chapter 3
Light
Chapter 4
Shadows and Reflections
Chapter 5
Extending the Raytracer
PART II
RASTERIZATION
Chapter 6
Lines
Chapter 7
Filled Triangles
Chapter 8
Shaded Triangles
Chapter 9
Perspective Projection
Chapter 10
Describing and Rendering a Scene
Chapter 11
Clipping
Chapter 12
Hidden Surface Removal
Chapter 13
Shading
Chapter 14
Textures
Chapter 15
Extending the Rasterizer

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