Description

Book Synopsis
Behind the beautiful imagery of the latest animated movie and the realistic environments of popular videogames lie some mysterious algorithms. Computer Graphics from Scratch aims to demystify these algorithms and show readers that computer graphics can be surprisingly simple. This broad introductory book gives readers an overview of the computer graphics field. Every algorithm is built up without the use of external libraries or APIs and is presented with language agnostic pseudocode, allowing anyone with a basic understanding of programming and secondary school maths to follow along.

Trade Review
"If you've ever wanted to peek behind the curtain and understand how [computer graphics] work, here you've got it in a step-by-step process. . . . A nice resource to have to learn about the basics of computer graphics. . . . If you want to jump in and learn about computer graphics or get an understanding of how ray tracing works, this is a good choice."
—Game From Scratch

"There's enough information in his book for a university course. In fact, the book is based on the course Gambetta taught before he became a senior engineer at Google."
—Joy Schwabach, Arkansas Democrat Gazette's On Computers

"One of the best textbooks I have ever seen! . . . I am in awe of the simplicity of the math and science involved. It feels a lot like I am wielding magical powers that I've always thought were beyond my reach. [Gabriel Gambetta has] absolutely managed to demystify the process. I guess it's a sort of 'the power was within you the whole time' kind of moment."
—/u/Grakkam, Reddit

"I love it. I love fundamental and foundational books like this. It's not tied to language or platform so doesn't get dated. I learned SO MUCH going through this book. . . . I definitely recommend this book if learning computer graphics fundamentals is something you're curious about."
—Dylan Bennett, Curator of PiGameDev

"Computer Graphics from Scratch is a great jumping-off point for those who want to learn more about raytracing and rasterization."
—Julia Roth, Geek Girl Authority

"An ideal textbook on DIY computer graphic creation, Computer Graphics from Scratch: A Programmer's Introduction to 3D Rendering is especially and unreservedly recommended for personal, professional, community, school, college, and university library Computer Programming collections and supplemental studies curriculums."
—James A. Cox, Midwest Book Review

"If you want to understand how shaders are programmed, something important not just to game developers or animators but to anyone who needs to understand what's happening with the graphics library that they are using that isn't working right, this book is for you. The math is just algebra with linear algebra included, and Gambetta builds up his renderers from scratch in a manner that appears logical and easy to follow."
—Rik Farrow, USENIX

Table of Contents
Introduction

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. Removing Hidden Surfaces
13. Shading
14. Textures
15. Extending the Rasterizer

Appendix A: Linear Algebra

Computer Graphics From Scratch: A Programmer's

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    £35.99

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    RRP £47.99 – you save £12.00 (25%)

    Order before 4pm today for delivery by Wed 1 Jul 2026.

    A Paperback / softback by Gabriel Gambetta

    1 in stock

      Trusted by thousands of customers. See 2,385+ Customer Reviews

      View other formats and editions of Computer Graphics From Scratch: A Programmer's by Gabriel Gambetta

      Publisher: No Starch Press,US
      Publication Date: 13/05/2021
      ISBN13: 9781718500761, 978-1718500761
      ISBN10: 1718500769

      Description

      Book Synopsis
      Behind the beautiful imagery of the latest animated movie and the realistic environments of popular videogames lie some mysterious algorithms. Computer Graphics from Scratch aims to demystify these algorithms and show readers that computer graphics can be surprisingly simple. This broad introductory book gives readers an overview of the computer graphics field. Every algorithm is built up without the use of external libraries or APIs and is presented with language agnostic pseudocode, allowing anyone with a basic understanding of programming and secondary school maths to follow along.

      Trade Review
      "If you've ever wanted to peek behind the curtain and understand how [computer graphics] work, here you've got it in a step-by-step process. . . . A nice resource to have to learn about the basics of computer graphics. . . . If you want to jump in and learn about computer graphics or get an understanding of how ray tracing works, this is a good choice."
      —Game From Scratch

      "There's enough information in his book for a university course. In fact, the book is based on the course Gambetta taught before he became a senior engineer at Google."
      —Joy Schwabach, Arkansas Democrat Gazette's On Computers

      "One of the best textbooks I have ever seen! . . . I am in awe of the simplicity of the math and science involved. It feels a lot like I am wielding magical powers that I've always thought were beyond my reach. [Gabriel Gambetta has] absolutely managed to demystify the process. I guess it's a sort of 'the power was within you the whole time' kind of moment."
      —/u/Grakkam, Reddit

      "I love it. I love fundamental and foundational books like this. It's not tied to language or platform so doesn't get dated. I learned SO MUCH going through this book. . . . I definitely recommend this book if learning computer graphics fundamentals is something you're curious about."
      —Dylan Bennett, Curator of PiGameDev

      "Computer Graphics from Scratch is a great jumping-off point for those who want to learn more about raytracing and rasterization."
      —Julia Roth, Geek Girl Authority

      "An ideal textbook on DIY computer graphic creation, Computer Graphics from Scratch: A Programmer's Introduction to 3D Rendering is especially and unreservedly recommended for personal, professional, community, school, college, and university library Computer Programming collections and supplemental studies curriculums."
      —James A. Cox, Midwest Book Review

      "If you want to understand how shaders are programmed, something important not just to game developers or animators but to anyone who needs to understand what's happening with the graphics library that they are using that isn't working right, this book is for you. The math is just algebra with linear algebra included, and Gambetta builds up his renderers from scratch in a manner that appears logical and easy to follow."
      —Rik Farrow, USENIX

      Table of Contents
      Introduction

      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. Removing Hidden Surfaces
      13. Shading
      14. Textures
      15. Extending the Rasterizer

      Appendix A: Linear Algebra

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