Record ID | marc_columbia/Columbia-extract-20221130-031.mrc:90532026:4342 |
Source | marc_columbia |
Download Link | /show-records/marc_columbia/Columbia-extract-20221130-031.mrc:90532026:4342?format=raw |
LEADER: 04342cam a2200745Ma 4500
001 15083212
005 20220604232424.0
006 m o d
007 cr |n|||||||||
008 111121s2011 flua ob 001 0 eng d
010 $a 2010053535
035 $a(OCoLC)ocn762689262
035 $a(NNC)15083212
040 $aYDXCP$beng$epn$cYDXCP$dEBLCP$dE7B$dUIU$dN$T$dOTZ$dOCLCQ$dDEBSZ$dOCLCQ$dOCLCA$dOCLCQ$dUMI$dDEBBG$dCRCPR$dOCLCQ$dOCLCF$dIDEBK$dAUD$dS4S$dOCLCQ$dS3O$dCOO$dOCLCQ$dNRC$dAZK$dMOR$dOCLCQ$dMERUC$dERL$dOCLCQ$dUAB$dVT2$dNJR$dOCLCQ$dUUM$dOCLCQ$dYDX$dNLE$dINT$dOCLCQ$dUKMGB$dWYU$dOCLCQ$dLEAUB$dUWW$dOCLCA$dUKAHL$dOCLCQ$dOCLCO
016 7 $a015762700$2Uk
016 7 $a018390076$2Uk
019 $a816156012$a880637716$a960901072$a961010060$a961493408$a965423528$a966950041$a1006974765$a1008956304$a1012480846$a1031041383$a1046913365$a1047564877$a1047860715$a1065697775$a1066026118$a1087361219$a1103278559$a1117488314$a1129345746
020 $a1439869812$q(electronic bk.)
020 $a9781439869819$q(electronic bk.)
020 $z9781568817231$q(hardback)
020 $z1568817231$q(hardback)
035 $a(OCoLC)762689262$z(OCoLC)816156012$z(OCoLC)880637716$z(OCoLC)960901072$z(OCoLC)961010060$z(OCoLC)961493408$z(OCoLC)965423528$z(OCoLC)966950041$z(OCoLC)1006974765$z(OCoLC)1008956304$z(OCoLC)1012480846$z(OCoLC)1031041383$z(OCoLC)1046913365$z(OCoLC)1047564877$z(OCoLC)1047860715$z(OCoLC)1065697775$z(OCoLC)1066026118$z(OCoLC)1087361219$z(OCoLC)1103278559$z(OCoLC)1117488314$z(OCoLC)1129345746
037 $aCL0500000427$bSafari Books Online
050 4 $aT385$b.D875 2011
072 7 $aCOM$x012050$2bisacsh
072 7 $aCOM$x087020$2bisacsh
072 7 $aPHO$x024000$2bisacsh
072 7 $aTEC$x015000$2bisacsh
082 04 $a006.6$222
084 $aCOM012040$2bisacsh
049 $aZCUA
100 1 $aDunn, Fletcher.
245 10 $a3D math primer for graphics and game development /$cFletcher Dunn, Ian Parberry.
246 3 $aThree-D math primer for graphics and game development
250 $a2nd ed.
260 $aBoca Raton, FL :$bA K Peters/CRC Press,$c©2011.
300 $a1 online resource (xxi, 824 pages) :$bcolor illustrations
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
347 $adata file$2rda
520 $a"This book presents the essential math needed to describe, simulate, and render a 3D world. It provides an introduction to mathematics for game designers, including fundamentals of coordinate spaces, vectors, and matrices, orientation in three dimensions, introduction to calculus and dynamics, graphics, and parametric curves"--Provided by publisher.
504 $aIncludes bibliographical references and index.
505 0 $a1. Cartesian coordinate systems -- 2. Vectors -- 3. Multiple coordinate spaces -- 4. Introduction to matrices -- 5. Matrices and linear transformations -- 6. More on matrices -- 7. Polar coordinate systems -- 8. Rotation in three dimensions -- 9. Geometric primitives -- 10. Mathematical topics from 3D graphics -- 11. Mechanics 1 : linear kinematics and calculus -- 12. Mechanics 2 : linear and rotational dynamics -- 13. Curves in 3D -- 14. Afterword.
650 0 $aComputer graphics.
650 0 $aComputer games$xProgramming.
650 0 $aComputer science$xMathematics.
650 6 $aInfographie.
650 6 $aJeux d'ordinateur$xProgrammation.
650 6 $aInformatique$xMathématiques.
650 7 $acomputer graphics.$2aat
650 7 $aCOMPUTERS$xProgramming$xGames.$2bisacsh
650 7 $aCOMPUTERS$xImage Processing.$2bisacsh
650 7 $aCOMPUTERS$xDigital Media$xGraphics Applications.$2bisacsh
650 7 $aPHOTOGRAPHY$xTechniques$xDigital.$2bisacsh
650 7 $aTECHNOLOGY & ENGINEERING$xImaging Systems.$2bisacsh
650 7 $aComputer games$xProgramming.$2fast$0(OCoLC)fst00872114
650 7 $aComputer graphics.$2fast$0(OCoLC)fst00872119
650 7 $aComputer science$xMathematics.$2fast$0(OCoLC)fst00872460
655 0 $aElectronic book.
655 4 $aElectronic books.
700 1 $aParberry, Ian.
776 08 $iPrint version:$z9781568817231$z1568817231$w(DLC) 2010053535
856 40 $uhttp://www.columbia.edu/cgi-bin/cul/resolve?clio15083212$zTaylor & Francis eBooks
852 8 $blweb$hEBOOKS