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Kategorie szczegółowe BISAC

Mathematical and Computer Programming Techniques for Computer Graphics

ISBN-13: 9781852339029 / Angielski / Twarda / 2005 / 548 str.

Peter Comninos
Mathematical and Computer Programming Techniques for Computer Graphics Peter Comninos 9781852339029 Springer - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Mathematical and Computer Programming Techniques for Computer Graphics

ISBN-13: 9781852339029 / Angielski / Twarda / 2005 / 548 str.

Peter Comninos
cena 605,23 zł
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Mathematical and Computer Programming Techniques for Computer Graphics introduces the mathematics and related computer programming techniques used in Computer Graphics. Starting with the underlying mathematical ideas, it gradually leads the reader to a sufficient understanding of the detail to be able to implement libraries and programs for 2D and 3D graphics. Using lots of code examples, the reader is encouraged to explore and experiment with data and computer programs (in the C programming language) and to master the related mathematical techniques. A simple but effective set of routines are included, organised as a library, covering both 2D and 3D graphics taking a parallel approach to mathematical theory, and showing the reader how to incorporate it into example programs. This approach both demystifies the mathematics and demonstrates its relevance to 2D and 3D computer graphics."

Kategorie:
Informatyka
Kategorie BISAC:
Computers > Software Development & Engineering - Computer Graphics
Computers > Programming - General
Computers > Computer Science
Wydawca:
Springer
Język:
Angielski
ISBN-13:
9781852339029
Rok wydania:
2005
Ilość stron:
548
Waga:
0.90 kg
Wymiary:
24.18 x 16.05 x 2.97
Oprawa:
Twarda
Wolumenów:
01
Dodatkowe informacje:
Wydanie ilustrowane

From the reviews:

"This book introduces the mathematics and related computer programming techniques used in computer graphics. ... Using lots of code examples, the reader is encouraged to explore and experiment with data and computer programs and to master the related mathematical techniques. ... This parallel approach of exposing the students to the mathematical theory and showing them how to incorporate it into example programs is the major strength of this book. This approach both demystifies the mathematics and demonstrates its relevance to 2D and 3D computer graphics." (Sonia Pérez Díaz, Zentralblatt MATH, Vol. 1090 (16), 2006)

Vector Algebra Survival Kit Some Basic Definitions and Notation Multiplication of a Vector by a Scalar Vector Addition Position Vectors and Free Vectors The Vector Equation of a Line Linear Dependence / Independence of Vectors Vector Bases The Components of a Vector Multiplication of a Vector by a Scalar Vector Addition Vector Equality Orthogonal, Orthonormal and Right-Handed Vector Bases Cartesian Bases and Cartesian Coordinates The Length of a Vector The Scalar Product of Vectors The Scalar Product Expresses in Terms of its Components Properties and Applications of the Scalar Product The Direction Ratios and Direction Cosines of a Vector The Vector Product of Two Vectors The Vector Product Expressed in Terms of its Components Properties of the Vector Product Triple Produces of Vectors The Components of a Vector Relative to a Non-orthogonal Basis The Decomposition of a Vector According to a Basis The Vector Equation of the Line Revisited The Vector Equation of the Place Some Applications of Vector Algebra in Analytical Geometry Summary of Vector Algebra Axioms and Rules A Simple Vector Algebra C Library Matrix Algebra Survival Kit The Definition of a Matrix Square Matrices Diagonal Matrices The Identity Matrix The Zero or Null Matrix The Transpose of a Matrix Symmetric and Antisymmetric Matrices Triangular Matrices Scalar Matrices Equality of Matrices Matrix Operations The Minor of a Matrix The Determinant of a Matrix The Computational Rules of Determinants The Cofactor of an Element of a Matrix and the Cofactor Matrix The Ajoint Matrix or Adjugate Matrix The Reciprocal or Inverse of a Matrix A Theorem on Invertible Matrices and their Determinants Axioms and Rules of Matrix Inversion Solving a System of Linear Simultaneous Equations Orthogonal Matrices Two Theorems on Vector by Matrix Multiplication The Row / Column Reversal Matrix Summary of Matrix Algebra Axioms and Rules A Simple Matrix Algebra C Library Vector Spaces or Linear Spaces The Definition of a Scalar Field The Definition of a Vector Space Linear Combinations of Vectors Linear Dependence and Linear Independence of Vectors Spans and Bases of a Vector Space Transformations between Bases Transformations between Orthonormal Bases An Alternative Notation for Change of Basis Transformations Two-Dimensional Transformations The Definition of a 2D Transformation The Concatenation of Transformations 2D Graphics Transformations 2D Primitive Transformations 2D Composite Transformations The Sign of the Angles in Transformations Some Important Observations The Matrix Representation of 2D Transformations The Matrix Representation of Primitive Transformations Some Transformation Matrix Properties The Concatenation of Transformation Matrices Local Frame and Global Frame Transformations Transformations of the Frame of Reference or Coordinate System The Viewing Transformation Homogeneous Coordinates A Simple C Library for 2D Transformations Two-Dimensional Clipping Clipping a 2D Point to a Rectangular Clipping Boundary Clipping a 2D Line Segment to a Rectangular Clipping Boundary The Cohen and Sutherland 2D Line-Clipping Algorithm 2D Polygon Clipping References Three-Dimensional Transformations Primitive 3D Transformations The Global and Local Frames of Reference A

Mathematical and Computer Programming Techniques for Computer Graphics introduces the mathematics and related computer programming techniques used in Computer Graphics. Starting with the underlying mathematical ideas, it gradually leads the reader to a sufficient understanding of the detail to be able to implement libraries and programs for 2D and 3D graphics. Using lots of code examples, the reader is encouraged to explore and experiment with data and computer programs (in the C programming language) and to master the related mathematical techniques.

Written for students with a minimum prerequisite knowledge of mathematics, the reader should have had some basic exposure to topics such as functions, trigonometric functions, elementary geometry and number theory, and also to have some familiarity with computer programming languages such as C. The material presented in this book has been used successfully with final year undergraduate and masters students studying Computer Graphics and Computer Animation. A simple but effective set of routines are included, organised as a library, covering both 2D and 3D graphics – taking a parallel approach to mathematical theory, and showing the reader how to incorporate it into example programs. This approach both demystifies the mathematics and demonstrates its relevance to 2D and 3D computer graphics.



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