Essential Mathematics for Computer Graphics fast

Essential Mathematics for Computer Graphics fast PDF Author: John Vince
Publisher: Springer Science & Business Media
ISBN: 1447136853
Category : Computers
Languages : en
Pages : 234

Get Book Here

Book Description
This is a concise and informal introductory book on the mathematical concepts that underpin computer graphics. The author, John Vince, makes the concepts easy to understand, enabling non-experts to come to terms with computer animation work. The book complements the author's other works in the series (Essential Computer Animation fast and Essential Virtual Reality fast) and is written in the same accessible and easy-to-read style. It is also a useful reference book for programmers working in the field of computer graphics, virtual reality, computer animation, as well as students on digital media courses, and even mathematics courses.

Essential Mathematics for Computer Graphics fast

Essential Mathematics for Computer Graphics fast PDF Author: John Vince
Publisher: Springer Science & Business Media
ISBN: 1447136853
Category : Computers
Languages : en
Pages : 234

Get Book Here

Book Description
This is a concise and informal introductory book on the mathematical concepts that underpin computer graphics. The author, John Vince, makes the concepts easy to understand, enabling non-experts to come to terms with computer animation work. The book complements the author's other works in the series (Essential Computer Animation fast and Essential Virtual Reality fast) and is written in the same accessible and easy-to-read style. It is also a useful reference book for programmers working in the field of computer graphics, virtual reality, computer animation, as well as students on digital media courses, and even mathematics courses.

Essential Mathematics for Games and Interactive Applications

Essential Mathematics for Games and Interactive Applications PDF Author: James M. Van Verth
Publisher: CRC Press
ISBN: 008087861X
Category : Computers
Languages : en
Pages : 690

Get Book Here

Book Description
Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout. The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness. The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction.

Mathematics for Computer Graphics

Mathematics for Computer Graphics PDF Author: John Vince
Publisher: Springer Science & Business Media
ISBN: 1846282837
Category : Computers
Languages : en
Pages : 251

Get Book Here

Book Description
This is a concise and informal introductory book on the mathematical concepts that underpin computer graphics. The author, John Vince, makes the concepts easy to understand, enabling non-experts to come to terms with computer animation work. The book complements the author's other works and is written in the same accessible and easy-to-read style. It is also a useful reference book for programmers working in the field of computer graphics, virtual reality, computer animation, as well as students on digital media courses, and even mathematics courses.

3D Math Primer for Graphics and Game Development, 2nd Edition

3D Math Primer for Graphics and Game Development, 2nd Edition PDF Author: Fletcher Dunn
Publisher: CRC Press
ISBN: 1568817231
Category : Computers
Languages : en
Pages : 848

Get Book Here

Book Description
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.

Computer Graphics through Key Mathematics

Computer Graphics through Key Mathematics PDF Author: Huw Jones
Publisher: Springer Science & Business Media
ISBN: 1447102975
Category : Computers
Languages : en
Pages : 358

Get Book Here

Book Description
This book introduces the mathematical concepts that underpin computer graphics. It is written in an approachable way, without burdening readers with the skills of ow to do'things. The author discusses those aspects of mathematics that relate to the computer synthesis of images, and so gives users a better understanding of the limitations of computer graphics systems. Users of computer graphics who have no formal training and wish to understand the essential foundations of computer graphics systems will find this book very useful, as will mathematicians who want to understand how their subject is used in computer image synthesis. '

Mathematics for Computer Graphics

Mathematics for Computer Graphics PDF Author: John A. Vince
Publisher: Springer Science & Business Media
ISBN: 1849960232
Category : Computers
Languages : en
Pages : 300

Get Book Here

Book Description
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.

Mathematical and Computer Programming Techniques for Computer Graphics

Mathematical and Computer Programming Techniques for Computer Graphics PDF Author: Peter Comninos
Publisher: Springer Science & Business Media
ISBN: 1846282926
Category : Computers
Languages : en
Pages : 556

Get Book Here

Book Description
Provides a comprehensive and detailed coverage of the fundamentals of programming techniques for computer graphics Uses lots of code examples, encouraging the reader to explore and experiment with data and computer programs (in the C programming language)

Essential Mathematics for Computational Design

Essential Mathematics for Computational Design PDF Author: Rajaa Issa
Publisher:
ISBN:
Category : Computer graphics
Languages : en
Pages : 42

Get Book Here

Book Description
"Essential Mathematics for Computational Design introduces design professionals to foundation mathematical concepts that are necessary for effective development of computational methods for 3D modeling and computer graphics."--Preface.

Foundation Mathematics for Computer Science

Foundation Mathematics for Computer Science PDF Author: John Vince
Publisher: Springer
ISBN: 3319214373
Category : Computers
Languages : en
Pages : 341

Get Book Here

Book Description
John Vince describes a range of mathematical topics to provide a foundation for an undergraduate course in computer science, starting with a review of number systems and their relevance to digital computers, and finishing with differential and integral calculus. Readers will find that the author's visual approach will greatly improve their understanding as to why certain mathematical structures exist, together with how they are used in real-world applications. Each chapter includes full-colour illustrations to clarify the mathematical descriptions, and in some cases, equations are also coloured to reveal vital algebraic patterns. The numerous worked examples will consolidate comprehension of abstract mathematical concepts. Foundation Mathematics for Computer Science covers number systems, algebra, logic, trigonometry, coordinate systems, determinants, vectors, matrices, geometric matrix transforms, differential and integral calculus, and reveals the names of the mathematicians behind such inventions. During this journey, John Vince touches upon more esoteric topics such as quaternions, octonions, Grassmann algebra, Barycentric coordinates, transfinite sets and prime numbers. Whether you intend to pursue a career in programming, scientific visualisation, systems design, or real-time computing, you should find the author’s literary style refreshingly lucid and engaging, and prepare you for more advanced texts.

Advanced Methods in Computer Graphics

Advanced Methods in Computer Graphics PDF Author: Ramakrishnan Mukundan
Publisher: Springer Science & Business Media
ISBN: 1447123409
Category : Computers
Languages : en
Pages : 316

Get Book Here

Book Description
This book brings together several advanced topics in computer graphics that are important in the areas of game development, three-dimensional animation and real-time rendering. The book is designed for final-year undergraduate or first-year graduate students, who are already familiar with the basic concepts in computer graphics and programming. It aims to provide a good foundation of advanced methods such as skeletal animation, quaternions, mesh processing and collision detection. These and other methods covered in the book are fundamental to the development of algorithms used in commercial applications as well as research.