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Lädt ... Mathematics for Computer Graphics (2001)33 | 1 | 736,866 |
(4) | Keine | 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 in this updated and expanded fourth edition. The first four chapters revise number sets, algebra, trigonometry and coordinate systems, which are employed in the following chapters on vectors, transforms, interpolation, 3D curves and patches, analytic geometry, and barycentric coordinates. Following this, the reader is introduced to the relatively new topic of geometric algebra, and the last two chapters provide an introduction to differential and integral calculus, with an emphasis on geometry. Mathematics for Computer Graphics covers all of the key areas of the subject, including: Number sets Algebra Trigonometry Coordinate systems Transforms Quaternions Interpolation Curves and surfaces Analytic geometry Barycentric coordinates Geometric algebra Differential calculus Integral calculus This fourth edition contains over 120 worked examples and over 270 illustrations, which are central to the author’s descriptive writing style. Mathematics for Computer Graphics 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.… (mehr) |
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Die Informationen stammen von der englischen "Wissenswertes"-Seite. Ändern, um den Eintrag der eigenen Sprache anzupassen. This book is dedicated to my wife, Heidi. [from the fourth edition, 2014] | |
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Die Informationen stammen von der englischen "Wissenswertes"-Seite. Ändern, um den Eintrag der eigenen Sprache anzupassen. The aim of this book is to introduce a range of mathematical topics, without employing too many mathematical symbols and abstract ideas. [from the fourth edition, 2014] | |
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▾Literaturhinweise Literaturhinweise zu diesem Werk aus externen Quellen. Wikipedia auf EnglischKeine ▾Buchbeschreibungen 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 in this updated and expanded fourth edition. The first four chapters revise number sets, algebra, trigonometry and coordinate systems, which are employed in the following chapters on vectors, transforms, interpolation, 3D curves and patches, analytic geometry, and barycentric coordinates. Following this, the reader is introduced to the relatively new topic of geometric algebra, and the last two chapters provide an introduction to differential and integral calculus, with an emphasis on geometry. Mathematics for Computer Graphics covers all of the key areas of the subject, including: Number sets Algebra Trigonometry Coordinate systems Transforms Quaternions Interpolation Curves and surfaces Analytic geometry Barycentric coordinates Geometric algebra Differential calculus Integral calculus This fourth edition contains over 120 worked examples and over 270 illustrations, which are central to the author’s descriptive writing style. Mathematics for Computer Graphics 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. ▾Bibliotheksbeschreibungen Keine Bibliotheksbeschreibungen gefunden. ▾Beschreibung von LibraryThing-Mitgliedern
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Aktuelle DiskussionenKeineGoogle Books — Lädt ...
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There is no code in this book. In fact, there is almost zero reference to computers at all. The text is strictly a mathematics one with more focus on the geometric application of the concepts explained.
I'd highly recommend this to anyone with an "non-traditional" mathematics background or anyone feeling rusty in their algebra/trig/geometry. ( )