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2013, ISBN: 1447154657

ID: 11061619543

[EAN: 9781447154655], Neubuch, [SC: 0.0], [PU: Springer-Verlag Gmbh Sep 2013], MODELL; GRAFIK (EDV) / PROGRAMMIERUNG; INFORMATIK; DATENVERARBEITUNG ANWENDUNGEN BETRIEB, VERWALTUNG; (EDV); MATHEMATIK; COMPUTERS COMPUTER GRAPHICS; MATHEMATICS APPLIED, Neuware - Students studying computer animation and computer games 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. 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 illustrations. Calculus for Computer Graphics 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 games and animation. 227 pp. Englisch

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2011, ISBN: 9781447154655

[ED: Taschenbuch], [PU: Springer-Verlag GmbH], Neuware - Students studying computer animation and computer games 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. 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 illustrations. Calculus for Computer Graphics 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 games and animation., DE, [SC: 0.00], Neuware, gewerbliches Angebot, 238x154x20 mm, 227, [GW: 379g], offene Rechnung (Vorkasse vorbehalten), PayPal, Banküberweisung

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ISBN: 9781447154655

ID: 1394843

Students studying computer animation and computer games 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. 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 illustrations. Calculus for Computer Graphics 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 games and animation. Computers Computers eBook, Springer London

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ISBN: 9781447154655

ID: 9781447154655

Students studying computer animation and computer games 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. 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 illustrations. Calculus for Computer Graphics 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 games and animation. Books

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2013, ISBN: 9781447154655

ID: 79c6a45dac4f4adba9ae4173df437188

Letzte Aktualisierung am: 09.10.18 08:52:22 Binding: Taschenbuch, Edition: 2013, Label: Springer, Publisher: Springer, PackageQuantity: 1, medium: Taschenbuch, numberOfPages: 244, publicationDate: 2013-09-30, releaseDate: 2013-09-30, authors: John Vince, languages: english, ISBN: 1447154657 Bücher, John Vince -

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** Details of the book - Calculus for Computer Graphics**

EAN (ISBN-13): 9781447154655

ISBN (ISBN-10): 1447154657

Hardcover

Paperback

Publishing year: 2014

Publisher: Springer-Verlag GmbH

238 Pages

Weight: 0,379 kg

Language: Englisch

Book in our database since 26.03.2008 11:56:02

Book found last time on 12.10.2018 12:48:04

ISBN/EAN: 9781447154655

ISBN - alternate spelling:

1-4471-5465-7, 978-1-4471-5465-5

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