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2013, ISBN: 9781447154655
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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,… mais…
2001, ISBN: 9781447154655
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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… mais…
2013, ISBN: 1447154657
[EAN: 9781447154655], Neubuch, [PU: Springer], pp. 244 144 Illus., Books
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ISBN: 9781447154655
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Dados detalhados do livro - Calculus for Computer Graphics
EAN (ISBN-13): 9781447154655
ISBN (ISBN-10): 1447154657
Livro de capa dura
Livro de bolso
Ano de publicação: 2014
Editor/Editora: Springer
238 Páginas
Peso: 0,379 kg
Língua: Englisch
Livro na base de dados desde 2008-03-26T07:56:02-03:00 (Sao Paulo)
Página de detalhes modificada pela última vez em 2022-11-26T08:50:34-03:00 (Sao Paulo)
Número ISBN/EAN: 9781447154655
Número ISBN - Ortografia alternativa:
1-4471-5465-7, 978-1-4471-5465-5
Ortografia alternativa e termos de pesquisa relacionados:
Autor do livro: gasser, john vince
Título do livro: old graphics, calculus the, computer graphics
Dados da editora
Autor: John Vince
Título: Calculus for Computer Graphics
Editora: Springer; Springer London
227 Páginas
Ano de publicação: 2013-09-11
London; GB
Impresso / Feito em
Peso: 3,752 kg
Língua: Inglês
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 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.
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 GraphicsProvides 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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