ISBN: 9781447154662
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ISBN: 9781447154662
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ISBN: 9781447154662
Calculus for Computer Graphics: ab 58.99 € eBooks > Fachthemen & Wissenschaft > Mathematik Springer-Verlag GmbH eBook als pdf, Springer-Verlag GmbH
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ISBN: 9781447154662
Students studying computer animation and computer games have to be familiar with geometry, matrices, vectors, rotation transforms, quaternions, curves and surfaces, and as computer graphi… More...
ISBN: 9781447154662
Students studying computer animation and computer games have to be familiar with geometry, matrices, vectors, rotation transforms, quaternions, curves and surfaces, and as computer graphi… More...
ISBN: 9781447154662
Students studying computer animation and computer games have to be familiar with geometry, matrices, vectors, rotation transforms, quaternions, curves and surfaces, and as computer graphi… More...
ISBN: 9781447154662
Calculus for Computer Graphics: ab 58.99 € eBooks > Fachthemen & Wissenschaft > Mathematik Springer-Verlag GmbH eBook als pdf, Springer-Verlag GmbH
2013, ISBN: 9781447154662
eBooks, eBook Download (PDF), [PU: Springer London], Springer London, 2013
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Details of the book - Calculus for Computer Graphics
EAN (ISBN-13): 9781447154662
Publishing year: 8
Publisher: Springer London
Book in our database since 2016-01-27T22:44:04+00:00 (London)
Detail page last modified on 2023-03-26T16:39:17+01:00 (London)
ISBN/EAN: 9781447154662
ISBN - alternate spelling:
978-1-4471-5466-2
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Book author: john vince
Book title: computer graphics, calculus
Information from Publisher
Author: John Vince
Title: Calculus for Computer Graphics
Publisher: Springer; Springer London
227 Pages
Publishing year: 2013-08-27
London; GB
Printed / Made in
Language: English
58,84 € (DE)
65,00 CHF (CH)
Available
XIII, 227 p. 144 illus.
EA; E107; eBook; Nonbooks, PBS / Informatik, EDV/Anwendungs-Software; Grafikprogrammierung; Verstehen; Calculus for Computer Animation; Calculus for Computer Games; Derivatives and Antiderivatives; Exponential Functions; Logarithmic Functions; Partial Derivatives; Polynomial Functions; Trigonometric Functions; C; Computer Graphics; Mathematical Applications in Computer Science; Computer Graphics; Mathematical Applications in Computer Science; Computer Science; Theoretische Informatik; BC
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.
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.
Calculus for Computer GraphicsPreface.- Introduction.- Functions.- Limits and Derivatives.- Derivatives and Antiderivatives.- Higher Derivatives.- Partial Derivatives.- Integral Calculus.- Area Under a Graph.- Arc Length.- Surface Area.- Volume.- Vector-Valued Functions.- Conclusion.- Appendices.- Index.
Prof John Vince began working in computer graphics at Middlesex Polytechnic in 1968. His research activities centered on computer animation software and resulted in the PICASO and PRISM animation systems. Whilst at Middlesex, he designed the UK’s first MSc course in Computer Graphics, and developed a popular program of short courses in computer animation for television designers. In 1986 he joined Rediffusion Simulation as a Research Consultant and worked on the development of real-time computer systems for commercial flight simulators. In 1992 he was appointed Chief Scientist of Thomson Training Simulation Ltd. In 1995 he was appointed Professor of Digital Media at the National Centre for Computer Animation at Bournemouth University, and in 1999 he was made Head of Academic Group for Computer Animation. He was awarded a DSc by Brunel University in recognition of his work in computer graphics. He has written and edited over 40 books on computer graphics, computer animation and virtual reality, including the following Springer titles:
Provides a concise journey through the subject of calculus
Emphasises the relationship between calculus and geometry, relevant to the computer graphics, animation and games communities
Chapters are self-contained, allowing readers singular sources of reference for all aspects of calculus
Includes supplementary material: sn.pub/extras
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