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Item Details
Title: CALCULUS FOR COMPUTER GRAPHICS
By: John Vince
Format: Paperback

List price: £44.99


We currently do not stock this item, please contact the publisher directly for further information.

ISBN 10: 1447154657
ISBN 13: 9781447154655
Publisher: SPRINGER LONDON LTD
Pub. date: 28 August, 2013
Edition: 2013 ed.
Pages: 227
Description: Calculus for Computer Graphics
Synopsis: 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.
Illustrations: 2 Tables, black and white; 144 Illustrations, black and white; XIII, 227 p.
Publication: UK
Imprint: Springer London Ltd
Returns: Returnable
Some other items by this author:
3D COMPUTER ANIMATION (PB)
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ADVANCES IN MODELLING, ANIMATION AND RENDERING (PB)
BREAD AND BUTTER (PB)
CALCULUS FOR COMPUTER GRAPHICS
CALCULUS FOR COMPUTER GRAPHICS
CALCULUS FOR COMPUTER GRAPHICS
COMPUTER GRAPHICS (HB)
COUNTRY SEATS (PB)
DIGITAL CONTENT CREATION (HB)
DIGITAL CONTENT CREATION (PB)
DIGITAL CONVERGENCE (HB)
DIGITAL CONVERGENCE - LIBRARIES OF THE FUTURE (HB)
DIGITAL CONVERGENCE - LIBRARIES OF THE FUTURE (PB)
DIGITAL CONVERGENCE: THE INFORMATION REVOLUTION (PB)
DIGITAL MEDIA (HB)
DIGITAL MEDIA: THE FUTURE (PB)
DISCOVERING HORSE BRASSES (PB)
DOORS AND WINDOWS (PB)
ESSENTIAL MATHEMATICS FOR COMPUTER GRAPHICS FAST (PB)
ESSENTIAL VIRTUAL REALITY FAST (PB)
FARMERS' TOOLS (PB)
FOUNDATION MATHEMATICS FOR COMPUTER SCIENCE
FOUNDATION MATHEMATICS FOR COMPUTER SCIENCE
FOUNDATION MATHEMATICS FOR COMPUTER SCIENCE (PB)
GATES AND GATEWAYS (PB)
GEOMETRY FOR COMPUTER GRAPHICS (HB)
HANDBOOK OF COMPUTER ANIMATION (HB)
HANDBOOK OF COMPUTER ANIMATION (PB)
HIGH PERFORMANCE COMPUTING FOR COMPUTER GRAPHICS AND VISUALISATION (PB)
IMAGINARY MATHEMATICS FOR COMPUTER SCIENCE
IMAGINARY MATHEMATICS FOR COMPUTER SCIENCE (HB)
INTELLIGENT AGENTS FOR MOBILE AND VIRTUAL MEDIA (HB)
INTELLIGENT AGENTS FOR MOBILE AND VIRTUAL MEDIA (PB)
INTRODUCTION TO VIRTUAL REALITY (PB)
LANGUAGE OF COMPUTER GRAPHICS (PB)
LITTLE BOOK OF COUNTRY SAYINGS (PB)
MATHEMATICS FOR COMPUTER GRAPHICS
MATHEMATICS FOR COMPUTER GRAPHICS
MATHEMATICS FOR COMPUTER GRAPHICS (PB)
MATHEMATICS FOR COMPUTER GRAPHICS (PB)
MATHEMATICS FOR COMPUTER GRAPHICS (PB)
MATRIX TRANSFORMS FOR COMPUTER GAMES AND ANIMATION (PB)
OLD FARM MACHINES (PB)
QUATERNIONS FOR COMPUTER GRAPHICS
QUATERNIONS FOR COMPUTER GRAPHICS (HB)
QUATERNIONS FOR COMPUTER GRAPHICS (HB)
QUATERNIONS FOR COMPUTER GRAPHICS (PB)
RIVER AND CANAL TRANSPORT (HB)
ROTATION TRANSFORMS FOR COMPUTER GRAPHICS (PB)
SAINTS IN BRITAIN (PB)
SHEPHERDING (PB)
THE COUNTRY ESTATE (PB)
THE COUNTRY HOUSE (PB)
THE COUNTRY KITCHEN (PB)
THE TIMBERED HOUSE (PB)
THE VILLAGE SCHOOL (PB)
VECTOR ANALYSIS FOR COMPUTER GRAPHICS
VECTOR ANALYSIS FOR COMPUTER GRAPHICS (HB)
VECTOR ANALYSIS FOR COMPUTER GRAPHICS (HB)
VECTOR ANALYSIS FOR COMPUTER GRAPHICS (PB)
VIRTUAL WORLDS ON THE INTERNET (PB)
WATERMILLS AND HOW THEY WORK (PB)
WELLS AND PUMPS (PB)
WINDMILLS AND HOW THEY WORK (PB)

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