An edition of Calculus For Computer Graphics (2013)

Calculus For Computer Graphics

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Last edited by MARC Bot
September 21, 2024 | History
An edition of Calculus For Computer Graphics (2013)

Calculus For Computer Graphics

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. Calculus for Computer Graphics 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.

Publish Date
Pages
227

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Cover of: Calculus For Computer Graphics
Calculus For Computer Graphics
2013, Springer London Ltd

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Book Details


Classifications

Library of Congress
T385

Edition Identifiers

Open Library
OL26049522M
ISBN 13
9781447154655

Work Identifiers

Work ID
OL17464258W

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September 21, 2024 Edited by MARC Bot import existing book
October 14, 2016 Edited by Mek Added new cover
October 14, 2016 Created by Mek Added new book.