Mathematics for Computer Graphics -  John Vince

Mathematics for Computer Graphics (eBook)

(Autor)

eBook Download: PDF
2013 | 4., th ed. 2014
XVII, 391 Seiten
Springer London (Verlag)
978-1-4471-6290-2 (ISBN)
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The updated and expanded 4th edition of this book explores mathematical techniques and problem-solving strategies for computer games, animation, virtual reality, CAD and other areas of computer graphics. Includes 120 worked examples and some 270 illustrations.
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 in this updated and expanded fourth edition.The first four chapters revise number sets, algebra, trigonometry and coordinate systems, which are employed in the following chapters on vectors, transforms, interpolation, 3D curves and patches, analytic geometry and barycentric coordinates. Following this, the reader is introduced to the relatively new topic of geometric algebra, and the last two chapters provide an introduction to differential and integral calculus, with an emphasis on geometry.Mathematics for Computer Graphics covers all of the key areas of the subject, including:Number setsAlgebraTrigonometryCoordinate systemsTransformsQuaternionsInterpolationCurves and surfacesAnalytic geometryBarycentric coordinatesGeometric algebraDifferential calculusIntegral calculusThis fourth edition contains over 120 worked examples and over 270 illustrations, which are central to the author's descriptive writing style. Mathematics for Computer Graphics provides a sound understanding of the mathematics required for computer graphics, giving a fascinating insight into the design of computer graphics software and setting the scene for further reading of more advanced books and technical research papers.

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: * Calculus for Computer Graphics (2013)* Matrix Transforms for Computer Games and Animation (2012)* Expanding the Frontiers of Visual Analytics and Visualization (2012)* Quaternions for Computer Graphics (2011)* Rotation Transforms for Computer Graphics (2011)

Preface.- Mathematics.- Numbers.- Algebra.- Trigonometry.- Coordinate Systems.- Vector.- Transforms.- Interpolation.- Curves and Patches.- Analytic Geometry.- Barycentric Coordinates.- Geometric Algebra.- Calculus: Derivatives.- Calculus: Integration.- Worked Examples.- Conclusion.- Index.

Erscheint lt. Verlag 11.12.2013
Sprache englisch
Themenwelt Informatik Grafik / Design Digitale Bildverarbeitung
Mathematik / Informatik Informatik Software Entwicklung
Mathematik / Informatik Mathematik Angewandte Mathematik
Schlagworte Computer Aided Design (CAD) • Computer Animation • Computer Games • Computer Graphics • Mathematic Applications in Computer Science
ISBN-10 1-4471-6290-0 / 1447162900
ISBN-13 978-1-4471-6290-2 / 9781447162902
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