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Calculus for Computer Graphics - Livres de poche

2001, ISBN: 9781447154655

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Calculus for Computer Graphics - Livres de poche

2001, ISBN: 9781447154655

[ED: Taschenbuch], [PU: Springer], Gebraucht - Sehr gut leichte Lagerspuren - Students studying computer animation and computer games have to be familiar with geometry, matrices, vectors,… Plus…

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Vince, John:
Calculus for Computer Graphics - Livres de poche

2013

ISBN: 9781447154655

Springer, Taschenbuch, Auflage: 2013, 244 Seiten, Publiziert: 2013-09-11T00:00:01Z, Produktgruppe: Buch, 8.27 kg, Grafik & Multimedia, Computer & Internet, Kategorien, Bücher, Grafikprogr… Plus…

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Vince John:
Calculus for Computer Graphics - Livres de poche

2013, ISBN: 1447154657

[EAN: 9781447154655], Neubuch, [PU: Springer], pp. 244 144 Illus., Books

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EAN (ISBN-13): 9781447154655
ISBN (ISBN-10): 1447154657
Version reliée
Livre de poche
Date de parution: 2014
Editeur: Springer
238 Pages
Poids: 0,379 kg
Langue: Englisch

Livre dans la base de données depuis 2008-03-26T11:56:02+01:00 (Zurich)
Page de détail modifiée en dernier sur 2022-11-26T12:50:34+01:00 (Zurich)
ISBN/EAN: 9781447154655

ISBN - Autres types d'écriture:
1-4471-5465-7, 978-1-4471-5465-5
Autres types d'écriture et termes associés:
Auteur du livre: gasser, john vince
Titre du livre: old graphics, calculus the, computer graphics


Données de l'éditeur

Auteur: John Vince
Titre: Calculus for Computer Graphics
Editeur: Springer; Springer London
227 Pages
Date de parution: 2013-09-11
London; GB
Imprimé / Fabriqué en
Poids: 3,752 kg
Langue: Anglais
58,84 € (DE)
60,49 € (AT)
65,00 CHF (CH)
Not available, publisher indicates OP

BC; Book; Hardcover, Softcover / Informatik, EDV/Anwendungs-Software; Grafikprogrammierung; Verstehen; Calculus for Computer Animation; Calculus for Computer Games; Logarithmic Functions; Trigonometric Functions; Derivatives and Antiderivatives; Polynomial Functions; Exponential Functions; Partial Derivatives; B; Computer Graphics; Mathematical Applications in Computer Science; Computer Science; Mathematische Modellierung; EA; 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 Graphics

Preface.- 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.

From the reviews:

“The book is intended for students studying computer graphics and/or animation. … it can also be used as a textbook of elementary calculus for all students since the topic is presented in general, without any specific applications. The presentation is very clear, followed by a lot of examples and figures. It is a good starting point into the world of calculus in general.” (Agnieszka Lisowska, zbMATH, Vol. 1283, 2014)

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:

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 Graphics

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



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