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Gabriel Gambetta - Computer Graphics from Scratch: A Programmers Introduction to 3D Rendering

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Computer Graphics from Scratch: A Programmers Introduction to 3D Rendering: summary, description and annotation

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Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders.Computer graphics are at work everywhere today, adding eye-popping details to video games, hyper-realistic CGI to major blockbusters, and life-like imagery to computer-animated films. This beginners book will introduce you to a core slice of this ever-expanding field, 3D rendering, with a focus on two popular algorithmic methods: raytracing and rasterization. Written to be easily understood by high-school students but rigorous enough for professional engineers, youll build each of these surprisingly simple algorithms into complete, fully functional renderers as you build your knowledge base. The first half covers raytracing, which simulates rays of light as they bounce off of objects in a scene; the second half breaks down rasterization, the real-time process for converting 3D graphics into a screen-compatible array of 2D pixels. Every chapter gives you something visually new and exciting to add to your works-in-progress, from creating reflections and shadows that make objects look more realistic, to rendering a scene from any directional point of view. Youll learn how to: Represent objects in a scene, and use perspective projection to draw them in Compute the illumination for light sources (point, directional, and ambient) Render mirror-like reflections on surfaces, and cast shadows for depth Use clipping algorithms to render a scene from any camera position Implement flat shading, Gouraud shading, and Phong shading algorithms Paint textures that fake surface details and turn shapes into everyday objects The book uses informal pseudocode throughout the text, so you can write your renderers in any language. In addition, the author provides links to live working versions of his algorithms.

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COMPUTER GRAPHICS FROM SCRATCH A Programmers Introduction to 3D Rendering - photo 1
COMPUTER GRAPHICS FROM SCRATCH

A Programmers Introduction to 3D Rendering

by Gabriel Gambetta

San Francisco COMPUTER GRAPHICS FROM SCRATCH Copyright 2021 by Gabriel - photo 2

San Francisco

COMPUTER GRAPHICS FROM SCRATCH. Copyright 2021 by Gabriel Gambetta

All rights reserved. No part of this work may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system, without the prior written permission of the copyright owner and the publisher.

ISBN-13: 978-1-7185-0076-1 (print)

ISBN-13: 978-1-7185-0077-8 (ebook)

Publisher: William Pollock

Executive Editor: Barbara Yien

Production Manager: Rachel Monaghan

Production Editor: Kassie Andreadis

Developmental Editor: Alex Freed

Cover Illustrator: Rob Gale

Interior Design: Octopod Studios

Technical Reviewer: Alejandro Segovia Azapian

Copyeditor: Gary Smith

Proofreader: Elizabeth Littrell

Indexer: Elise Hess

For information on book distributors or translations, please contact No Starch Press, Inc. directly:

No Starch Press, Inc.

245 8th Street, San Francisco, CA 94103

phone: 1-415-863-9900;

www.nostarch.com

Library of Congress Cataloging-in-Publication Data

Names: Gambetta, Gabriel, 1980- author.
Title: Computer graphics from scratch : a programmers introduction to 3D rendering / Gabriel Gambetta.
Description: San Francisco : No Starch Press, [2021] | Includes index.
Identifiers: LCCN 2020056364 (print) | LCCN 2020056365 (ebook) | ISBN
9781718500761 (print) | ISBN 9781718500778 (ebook)
Subjects: LCSH: Computer graphics.
Classification: LCC T385 .G3524 2021 (print) | LCC T385 (ebook) | DDC
006.6dc23
LC record available at https://lccn.loc.gov/2020056364
LC ebook record available at https://lccn.loc.gov/2020056365

No Starch Press and the No Starch Press logo are registered trademarks of No Starch Press, Inc. Other product and company names mentioned herein may be the trademarks of their respective owners. Rather than use a trademark symbol with every occurrence of a trademarked name, we are using the names only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark.

The information in this book is distributed on an As Is basis, without warranty. While every precaution has been taken in the preparation of this work, neither the author nor No Starch Press, Inc. shall have any liability to any person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the information contained in it.

To my dad (19472007), architect and self-taught programmer, who got me started on this path.

My dad my two-and-a-half-year-old self and the ZX81 My earliest - photo 3

My dad, my two-and-a-half-year-old self, and the ZX81.

My earliest documented program ever written at six-and-a-half years old drew - photo 4

My earliest documented program ever, written at six-and-a-half years old, drew some lines on the screen of my ZX Spectrum+.

About the Author

Gabriel Gambetta started coding games around the age of 5 on a ZX Spectrum. After studying computer science and working at a respectable local company in his native Uruguay, he started a game development company and ran it for 10 years while teaching computer graphics at his alma mater. More recently, Gambetta has been working at Google Zrich since 2011, except for a stint as an early engineer at London-based multiplayer game tech unicorn Improbable, and a year in Madrid focusing on acting and filmmaking.

About the Technical Reviewer

Alejandro Segovia Azapian is a software engineer with 14+ years of experience in computer graphics. He has worked for several industry-leading companies in the field of 3D graphics including Autodesk, Electronic Arts, PDI/ DreamWorks, and WB Games, across a variety of realtime graphics projects spanning apps, games, game engines, and frameworks. Alejandro currently works in the GPU Software group at a leading consumer electronics company based in Cupertino, California.

BRIEF CONTENTS
CONTENTS IN DETAIL

1
INTRODUCTORY CONCEPTS

PART I
RAYTRACING

2
BASIC RAYTRACING

3
LIGHT

4
SHADOWS AND REFLECTIONS

5
EXTENDING THE RAYTRACER

PART II
RASTERIZATION

6
LINES

7
FILLED TRIANGLES

8
SHADED TRIANGLES

9
PERSPECTIVE PROJECTION

10
DESCRIBING AND RENDERING A SCENE

11
CLIPPING

12
HIDDEN SURFACE REMOVAL

13
SHADING

14
TEXTURES

15
EXTENDING THE RASTERIZER

ACKNOWLEDGMENTS

Few books happen overnight; the one youre about to read has been almost 20 years in the making. As you might suspect, many people have been part of its story, in one way or another, and I want to thank them. In chronological order:

Omar Paganini and Ernesto Ocampo Edye As the Dean of the School of Engineering and the Director of Computer Science at Universidad Catlica del Uruguay, they put considerable trust in me by letting me take the reins of Computer Graphics when I was but a fourth-year student, and by letting me completely reshape its curriculum in the way I thought best. Fellow professor Roberto Lublinerman was a great mentor throughout my first year of teaching.

My students from 2003 to 2008 Besides being the unwitting guinea pigs of my continuously evolving teaching methodology, they accepted and respected a professor barely a year older than them (and, in some cases, younger than them). The joy in their faces when they created their first raytraced images made it all worth it.

Alejandro Segovia Azapian A student turned teaching assistant turned friend, his input has helped me evolve the material over time; having been a tiny part of his subsequent, very successful professional career specialized in realtime rendering and performance optimization fills me with pride. He was also a technical reviewer of this book, and his contributions ranged from fixing typos to suggesting deep structural improvements of some chapters.

JC Van Winkel He did his own editing pass and came up with a lot of valuable suggestions for improvement.

The readers ofHacker News My lecture notes, diagrams, and demos made the front page of Hacker News, and attracted considerable attentionincluding that of No Starch Press. If this hadnt happened, this book might have never existed.

Bill Pollock, Alex Freed, Kassie Andreadis, and the entire No StarchPress team They guided me through cleaning up and reshaping my lecture notes and diagrams, which in my mind were essentially ready to be published as a book, into an actual book. They took the raw materials to a whole new level; I had no idea this took so much work and effort, and Alex, Kassie, and the team did a stellar job. My name is the only one on the cover, but make no mistake, this was a group effort.

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