Vector Analysis for Computer Graphics

Vector Analysis for Computer Graphics PDF Author: John Vince
Publisher: Springer Science & Business Media
ISBN: 1846288037
Category : Computers
Languages : en
Pages : 260

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Book Description
This book is a complete introduction to vector analysis, especially within the context of computer graphics. The author shows why vectors are useful and how it is possible to develop analytical skills in manipulating vector algebra. Even though vector analysis is a relatively recent development in the history of mathematics, it has become a powerful and central tool in describing and solving a wide range of geometric problems. The book is divided into eleven chapters covering the mathematical foundations of vector algebra and its application to, among others, lines, planes, intersections, rotating vectors, and vector differentiation.

Vector Analysis for Computer Graphics

Vector Analysis for Computer Graphics PDF Author: John Vince
Publisher: Springer Science & Business Media
ISBN: 1846288037
Category : Computers
Languages : en
Pages : 260

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Book Description
This book is a complete introduction to vector analysis, especially within the context of computer graphics. The author shows why vectors are useful and how it is possible to develop analytical skills in manipulating vector algebra. Even though vector analysis is a relatively recent development in the history of mathematics, it has become a powerful and central tool in describing and solving a wide range of geometric problems. The book is divided into eleven chapters covering the mathematical foundations of vector algebra and its application to, among others, lines, planes, intersections, rotating vectors, and vector differentiation.

Geometric Algebra for Computer Graphics

Geometric Algebra for Computer Graphics PDF Author: John Vince
Publisher: Springer Science & Business Media
ISBN: 1846289963
Category : Computers
Languages : en
Pages : 268

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Book Description
Geometric algebra (a Clifford Algebra) has been applied to different branches of physics for a long time but is now being adopted by the computer graphics community and is providing exciting new ways of solving 3D geometric problems. The author tackles this complex subject with inimitable style, and provides an accessible and very readable introduction. The book is filled with lots of clear examples and is very well illustrated. Introductory chapters look at algebraic axioms, vector algebra and geometric conventions and the book closes with a chapter on how the algebra is applied to computer graphics.

Mathematics for Computer Graphics

Mathematics for Computer Graphics PDF Author: John Vince
Publisher: Springer Science & Business Media
ISBN: 9781846280344
Category : Computers
Languages : en
Pages : 268

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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.

Calculus for Computer Graphics

Calculus for Computer Graphics PDF Author: John Vince
Publisher: Springer
ISBN: 3030113760
Category : Computers
Languages : en
Pages : 306

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Book Description
Students studying different branches of computer graphics have to be familiar with geometry, matrices, vectors, rotation transforms, quaternions, curves and surfaces and as computer graphics software becomes increasingly sophisticated, calculus is also being used to resolve its associated problems. In this 2nd edition, the author extends the scope of the original book to include applications of calculus in the areas of arc-length parameterisation of curves, geometric continuity, tangent and normal vectors, and curvature. The author draws upon his experience in teaching mathematics to undergraduates to make calculus appear no more challenging than any other branch of mathematics. He introduces the subject by examining how functions depend upon their independent variables, and then derives the appropriate mathematical underpinning and definitions. This gives rise to a function’s derivative and its antiderivative, or integral. Using the idea of limits, the reader is introduced to derivatives and integrals of many common functions. Other chapters address higher-order derivatives, partial derivatives, Jacobians, vector-based functions, single, double and triple integrals, with numerous worked examples, and over a hundred and seventy colour illustrations. This book complements the author’s other books on mathematics for computer graphics, and assumes that the reader is familiar with everyday algebra, trigonometry, vectors and determinants. After studying this book, the reader should understand calculus and its application within the world of computer graphics, games and animation.

Quaternions for Computer Graphics

Quaternions for Computer Graphics PDF Author: John Vince
Publisher: Springer Nature
ISBN: 1447175093
Category : Computers
Languages : en
Pages : 188

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Book Description
If you have ever wondered what quaternions are — then look no further, John Vince will show you how simple and useful they are. This 2nd edition has been completely revised and includes extra detail on the invention of quaternions, a complete review of the text and equations, all figures are in colour, extra worked examples, an expanded index, and a bibliography arranged for each chapter. Quaternions for Computer Graphics includes chapters on number sets and algebra, imaginary and complex numbers, the complex plane, rotation transforms, and a comprehensive description of quaternions in the context of rotation. The book will appeal to students of computer graphics, computer science and mathematics, as well as programmers, researchers, academics and professional practitioners interested in learning about quaternions. John Vince explains in an easy-to-understand language, with the aid of useful figures, how quaternions emerged, gave birth to modern vector analysis, disappeared, and reemerged to be adopted by the flight simulation industry and computer graphics. This book will give you the confidence to use quaternions within your every-day mathematics, and explore more advanced texts.

A Vector Space Approach to Geometry

A Vector Space Approach to Geometry PDF Author: Melvin Hausner
Publisher: Courier Dover Publications
ISBN: 0486835391
Category : Mathematics
Languages : en
Pages : 417

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Book Description
A fascinating exploration of the correlation between geometry and linear algebra, this text also offers elementary explanations of the role of geometry in other branches of math and science. 1965 edition.

3D Computer Graphics

3D Computer Graphics PDF Author: Samuel R. Buss
Publisher: Cambridge University Press
ISBN: 1139440381
Category : Computers
Languages : en
Pages : 397

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Book Description
This textbook, first published in 2003, emphasises the fundamentals and the mathematics underlying computer graphics. The minimal prerequisites, a basic knowledge of calculus and vectors plus some programming experience in C or C++, make the book suitable for self study or for use as an advanced undergraduate or introductory graduate text. The author gives a thorough treatment of transformations and viewing, lighting and shading models, interpolation and averaging, Bézier curves and B-splines, ray tracing and radiosity, and intersection testing with rays. Additional topics, covered in less depth, include texture mapping and colour theory. The book covers some aspects of animation, including quaternions, orientation, and inverse kinematics, and includes source code for a Ray Tracing software package. The book is intended for use along with any OpenGL programming book, but the crucial features of OpenGL are briefly covered to help readers get up to speed. Accompanying software is available freely from the book's web site.

Geometric Algebra for Computer Science

Geometric Algebra for Computer Science PDF Author: Leo Dorst
Publisher: Elsevier
ISBN: 0080553109
Category : Juvenile Nonfiction
Languages : en
Pages : 664

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Book Description
Until recently, almost all of the interactions between objects in virtual 3D worlds have been based on calculations performed using linear algebra. Linear algebra relies heavily on coordinates, however, which can make many geometric programming tasks very specific and complex-often a lot of effort is required to bring about even modest performance enhancements. Although linear algebra is an efficient way to specify low-level computations, it is not a suitable high-level language for geometric programming. Geometric Algebra for Computer Science presents a compelling alternative to the limitations of linear algebra. Geometric algebra, or GA, is a compact, time-effective, and performance-enhancing way to represent the geometry of 3D objects in computer programs. In this book you will find an introduction to GA that will give you a strong grasp of its relationship to linear algebra and its significance for your work. You will learn how to use GA to represent objects and perform geometric operations on them. And you will begin mastering proven techniques for making GA an integral part of your applications in a way that simplifies your code without slowing it down. * The first book on Geometric Algebra for programmers in computer graphics and entertainment computing * Written by leaders in the field providing essential information on this new technique for 3D graphics * This full colour book includes a website with GAViewer, a program to experiment with GA

Vector Analysis for Computer Graphics

Vector Analysis for Computer Graphics PDF Author: John Vince
Publisher:
ISBN: 9781447175063
Category :
Languages : en
Pages : 0

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Book Description
This second edition has been completely restructured, resulting in a compelling description of vector analysis from its first appearance as a byproduct of Hamilton's quaternions to the use of vectors in solving geometric problems. The result provides readers from different backgrounds with a complete introduction to vector analysis. The author shows why vectors are so useful and how it is possible to develop analytical skills in manipulating vector algebra. Using over 150 full-colour illustrations, the author demonstrates in worked examples how this relatively young branch of mathematics has become a powerful and central tool in describing and solving a wide range of geometric problems. These may be in the form of lines, surfaces and volumes, which may touch, collide, intersect, or create shadows upon complex surfaces. The book is divided into eleven chapters covering the history of vector analysis, linear equations, vector algebra, vector products, differentiating vector-valued functions, vector differential operators, tangent and normal vectors, straight lines, planes, intersections and rotating vectors. The new chapters are about the history, differentiating vector-valued functions, differential operators and tangent and normal vectors. The original chapters have been reworked and illustrated.

Computer Graphics from Scratch

Computer Graphics from Scratch PDF Author: Gabriel Gambetta
Publisher: No Starch Press
ISBN: 1718500769
Category : Computers
Languages : en
Pages : 250

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Book Description
Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.