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Mathematics for Computer Graphics [electronic resource] / by John Vince.

Por: Tipo de material: TextoTextoSeries Undergraduate Topics in Computer Science | Undergraduate Topics in Computer ScienceEditor: London : Springer London : Imprint: Springer, 2010Edición: 3rd EditionDescripción: XV, 293 p. online resourceTipo de contenido:
  • text
Tipo de medio:
  • computer
Tipo de soporte:
  • online resource
ISBN:
  • 9781849960236
Trabajos contenidos:
  • SpringerLink (Online service)
Tema(s): Formatos físicos adicionales: Sin títuloClasificación CDD:
  • 006.6 23
Clasificación LoC:
  • T385
Recursos en línea:
Contenidos:
Springer eBooksResumen: John Vince explains a wide range of mathematical techniques and problem-solving strategies associated with computer games, computer animation, virtual reality, CAD, and other areas of computer graphics. Covering all the mathematical techniques required to resolve geometric problems and design computer programs for computer graphic applications, each chapter explores a specific mathematical topic prior to moving forward into the more advanced areas of matrix transforms, 3D curves and surface patches. Problem-solving techniques using vector analysis and geometric algebra are also discussed. All the key areas are covered including: Numbers Algebra Trigonometry Coordinate geometry Transforms Vectors Curves and surfaces Barycentric coordinates Analytic geometry. Plus and unusually in a student textbook a chapter on geometric algebra is included. With plenty of worked examples, the book provides a sound understanding of the mathematics required for computer graphics, giving a fascinating insight into the design of computer graphics software, and setting the scene for further reading of more advanced books and technical research papers.
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Mathematics -- Numbers -- Algebra -- Trigonometry -- Cartesian Coordinates -- Vectors -- Transforms -- Interpolation -- Curves and Patches -- Analytic Geometry -- Barycentric Coordinates -- Geometric Algebra -- Worked Examples -- Conclusion.

John Vince explains a wide range of mathematical techniques and problem-solving strategies associated with computer games, computer animation, virtual reality, CAD, and other areas of computer graphics. Covering all the mathematical techniques required to resolve geometric problems and design computer programs for computer graphic applications, each chapter explores a specific mathematical topic prior to moving forward into the more advanced areas of matrix transforms, 3D curves and surface patches. Problem-solving techniques using vector analysis and geometric algebra are also discussed. All the key areas are covered including: Numbers Algebra Trigonometry Coordinate geometry Transforms Vectors Curves and surfaces Barycentric coordinates Analytic geometry. Plus and unusually in a student textbook a chapter on geometric algebra is included. With plenty of worked examples, the book provides a sound understanding of the mathematics required for computer graphics, giving a fascinating insight into the design of computer graphics software, and setting the scene for further reading of more advanced books and technical research papers.

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