Mathematics for Computer Graphics
Get to grips with mathematics fast - Numbers, Algebra, Trigonometry, Coordinate geometry, Transforms, Vectors, Curves and surfaces, Barycentric coordinates, Analytic geometry.
Mathematics for Computer Graphics
Numéro d'article: 206162131

Mathematics for Computer Graphics

Numéro d'article: 206162131

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Get to grips with mathematics fast - Numbers, Algebra, Trigonometry, Coordinate geometry, Transforms, Vectors, Curves and surfaces, Barycentric coordinates, Analytic geometry.
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Ce qui se démarque

Comprehensive Coverage
Covers essential mathematical concepts and techniques for graphics programming, ensuring a solid foundation in geometry, transformations, and rendering techniques tailored for computer graphics applications.
Updated Examples
Includes contemporary examples and practical applications that reflect current trends in computer graphics, making the material relevant for students and professionals in the field.
Accessible Learning
Written in a clear and engaging style, this edition facilitates understanding complex mathematical concepts, catering to both beginners and seasoned practitioners seeking to enhance their graphics programming skills.

Détails du produit

Shop Mathematics for Computer Graphics online at a best price in Réunion. 1846280346
  • Baffled by maths? Then don't give up hope.John Vince will show you how to understand many of the mathematical ideas used in computer animation, virtual reality, CAD, and other areas of computer graphics.In thirteen chapters you will rediscover - and hopefully discover for the first time a new way of understanding - the mathematical techniques required to solve problems and design computer programs for computer graphic applications. Each chapter explores a specific mathematical topic and takes you forward into more advanced areas until you are able to understand 3D curves and surface patches, and solve problems using vectors.After reading the book, you should be able to refer to more challenging books with confidence and develop a greater insight into the design of computer graphics software.Get to grips with mathematics fast - Numbers, Algebra, Trigonometry, Coordinate geometry, Transforms, Vectors, Curves and surfaces, Barycentric coordinates, Analytic geometry.The book you will read once, and refer to over and over again!
Publisher Springer
Publication date September 30, 2005
Edition 2nd ed.
Language English
Print length 247 pages
ISBN-10 1846280346
ISBN-13 978-1846280344
Item Weight 13.6 ounces (385.56 grams)
Dimensions 6.25 x 0.5 x 9.5 inches (15.9 x 1.3 x 24.1 cm)

À qui est-ce destiné ?

Suitable For
  • Computer Science Students

    Ideal for students focusing on computer graphics, providing necessary mathematical foundations and applications in visual computing.

  • Game Developers

    Beneficial for game developers needing a strong grasp of math concepts for realistic graphics and animation implementations.

  • Educators in Graphics

    Great resource for educators teaching computer graphics, offering clear explanations of complex algorithms and mathematical concepts.

Not Suitable For
  • Casual Learners

    Not suited for those seeking an easy introduction to math or casual learning without technical depth and rigor.

DESCRIPTION DU PRODUIT

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Questions et réponses des clients

  • question: What topics are covered in Mathematics for Computer Graphics 2nd ed.?

    répondre: Mathematics for Computer Graphics 2nd ed. encompasses a wide array of fundamental topics essential for understanding computer graphics. Core areas include linear algebra, geometric transformations, mathematical representations of curves and surfaces, and rendering techniques. This foundational knowledge is crucial for anyone looking to delve into graphics programming, game development, or simulation technologies.
  • question: Who is the target audience for this textbook?

    répondre: This textbook is designed primarily for undergraduate and graduate students in computer science, engineering, and mathematics. Additionally, professionals seeking to enhance their understanding of mathematical concepts in graphics will benefit from its in-depth explanations and illustrative examples. Whether you're a learner or a practitioner, this text serves as a vital resource for mastering the mathematical principles behind computer graphics.
  • question: How does this edition differ from the first edition?

    répondre: The 2nd edition of Mathematics for Computer Graphics includes updated examples, clearer explanations, and more problems to solve. It addresses contemporary topics with additional insights into modern graphics applications, making it more relevant for today’s technology landscape. These enhancements ensure that readers grasp complex concepts and effectively apply them in real-world scenarios.
  • question: Is there a companion website for additional resources?

    répondre: Yes, Mathematics for Computer Graphics 2nd ed. typically has a companion website that offers supplementary resources, including code samples, errata, and solutions to selected problems. These resources are invaluable for learners seeking to deepen their understanding of the material and find practical applications for the mathematical techniques discussed in the book.
  • question: Are there exercises included in the book?

    répondre: Absolutely! The book includes a variety of exercises at the end of each chapter, ranging from theoretical problems to practical applications. These exercises are designed to reinforce the concepts introduced and provide hands-on experience, which is essential for mastering the mathematical techniques essential for computer graphics.
  • question: Can this textbook be used for self-study?

    répondre: Yes, Mathematics for Computer Graphics is an excellent choice for self-study. Its structured approach, comprehensive explanations, and practical examples make it accessible to independent learners. Individuals interested in graphics programming or mathematical concepts behind rendering can utilize this book to teach themselves key skills, supported by exercises to gauge understanding.
  • question: Does the book cover 3D transformations and modeling?

    répondre: Yes, the book thoroughly addresses 3D transformations and modeling, which are crucial for anyone working in computer graphics. It provides a mathematical framework for understanding how objects are represented and manipulated in three-dimensional space. These concepts are foundational for developing graphics applications, simulations, and games.
  • question: What programming languages or software are mentioned in the book?

    répondre: Mathematics for Computer Graphics primarily focuses on the mathematical concepts rather than specific programming languages. However, it often references common graphics programming environments and libraries such as OpenGL and MATLAB, where readers can implement learned theories. This approach allows for flexibility, enabling readers to apply concepts across various platforms.
  • question: What background knowledge is recommended before reading this textbook?

    répondre: A basic understanding of calculus and linear algebra is recommended before diving into Mathematics for Computer Graphics. Familiarity with programming concepts can also be beneficial, as many examples may involve coding applications of mathematical principles. This foundational knowledge will help maximize comprehension and application of the material presented.
  • question: Where can I buy Mathematics for Computer Graphics 2nd ed. in Réunion?

    répondre: You can buy Mathematics for Computer Graphics 2nd ed. at Ubuy. Ubuy offers a reliable platform where you can find this textbook along with a variety of other educational materials. It provides a user-friendly shopping experience, allowing you to browse conveniently and access the resources you need for your studies.

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