€ 44.99 *

ggf. zzgl. Versand

ggf. zzgl. Versand

Students studying different branches of computer graphics 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. In this 2 nd edition, the author extends the scope of the original book to include applications of calculus in the areas of arc-length parameterisation of curves, geometric continuity, tangent and normal vectors, and curvature. 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 and seventy colour illustrations. This book 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 graphics, games and animation.

Anbieter: buecher.de

Stand: Mar 17, 2019 Zum Angebot

Stand: Mar 17, 2019 Zum Angebot

€ 39.95 *

ggf. zzgl. Versand

ggf. zzgl. Versand

Students studying different branches of computer graphics 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. In this 2 nd edition, the author extends the scope of the original book to include applications of calculus in the areas of arc-length parameterisation of curves, geometric continuity, tangent and normal vectors, and curvature. 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 and seventy colour illustrations. This book 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 graphics, games and animation.

Anbieter: buecher.de

Stand: Mar 17, 2019 Zum Angebot

Stand: Mar 17, 2019 Zum Angebot

€ 50.99 *

ggf. zzgl. Versand

(€ 50.99 / in stock)

ggf. zzgl. Versand

(€ 50.99 / in stock)

Calculus for Computer Graphics: John Vince

Anbieter: Hugendubel.de

Stand: Mar 15, 2019 Zum Angebot

Stand: Mar 15, 2019 Zum Angebot

€ 50.99 *

ggf. zzgl. Versand

(€ 50.99 / in stock)

ggf. zzgl. Versand

(€ 50.99 / in stock)

Calculus for Computer Graphics: John Vince

Anbieter: Hugendubel.de

Stand: Mar 16, 2019 Zum Angebot

Stand: Mar 16, 2019 Zum Angebot

€ 53.49 *

ggf. zzgl. Versand

ggf. zzgl. Versand

Calculus for Computer Graphics:Neuauflage John Vince

Anbieter: Hugendubel.de

Stand: Mar 15, 2019 Zum Angebot

Stand: Mar 15, 2019 Zum Angebot

€ 28.99 *

ggf. zzgl. Versand

ggf. zzgl. Versand

With a fresh geometric approach that incorporates more than 250 illustrations, this textbook sets itself apart from all others in advanced calculus. Besides the classical capstones--the change of variables formula, implicit and inverse function theorems, the integral theorems of Gauss and Stokes--the text treats other important topics in differential analysis, such as Morse´s lemma and the Poincaré lemma. The ideas behind most topics can be understood with just two or three variables. The book incorporates modern computational tools to give visualization real power. Using 2D and 3D graphics, the book offers new insights into fundamental elements of the calculus of differentiable maps. The geometric theme continues with an analysis of the physical meaning of the divergence and the curl at a level of detail not found in other advanced calculus books. This is a textbook for undergraduates and graduate students in mathematics, the physical sciences, and economics. Prerequisites are an introduction to linear algebra and multivariable calculus. There is enough material for a year-long course on advanced calculus and for a variety of semester courses--including topics in geometry. The measured pace of the book, with its extensive examples and illustrations, make it especially suitable for independent study.

Anbieter: buecher.de

Stand: Mar 17, 2019 Zum Angebot

Stand: Mar 17, 2019 Zum Angebot

€ 55.99 *

ggf. zzgl. Versand

ggf. zzgl. Versand

MATHEMATICS FOR 3D GAME PROGRAMMING AND COMPUTER GRAPHICS, THIRD EDITION, illustrates the mathematical concepts that a game developer needs to develop 3D computer graphics and game engines at the professional level. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series. Each chapter ends with a summary of important concepts and several exercises. This updated third edition expands upon topics that include projections, shadows, physics, cloth simulation, and numerical methods.

Anbieter: buecher.de

Stand: Mar 17, 2019 Zum Angebot

Stand: Mar 17, 2019 Zum Angebot

€ 86.99 *

ggf. zzgl. Versand

ggf. zzgl. Versand

Ever since the Irish mathematician William Rowan Hamilton introduced quaternions in the nineteenth century--a feat he celebrated by carving the founding equations into a stone bridge--mathematicians and engineers have been fascinated by these mathematical objects. Today, they are used in applications as various as describing the geometry of spacetime, guiding the Space Shuttle, and developing computer applications in virtual reality. In this book, J. B. Kuipers introduces quaternions for scientists and engineers who have not encountered them before and shows how they can be used in a variety of practical situations. The book is primarily an exposition of the quaternion, a 4-tuple, and its primary application in a rotation operator. But Kuipers also presents the more conventional and familiar 3 x 3 (9-element) matrix rotation operator. These parallel presentations allow the reader to judge which approaches are preferable for specific applications. The volume is divided into three main parts. The opening chapters present introductory material and establish the book´s terminology and notation. The next part presents the mathematical properties of quaternions, including quaternion algebra and geometry. It includes more advanced special topics in spherical trigonometry, along with an introduction to quaternion calculus and perturbation theory, required in many situations involving dynamics and kinematics. In the final section, Kuipers discusses state-of-the-art applications. He presents a six degree-of-freedom electromagnetic position and orientation transducer and concludes by discussing the computer graphics necessary for the development of applications in virtual reality.

Anbieter: buecher.de

Stand: Mar 17, 2019 Zum Angebot

Stand: Mar 17, 2019 Zum Angebot

€ 19.99 *

ggf. zzgl. Versand

ggf. zzgl. Versand

Learn math by getting creative with code! Use the Python programming language to transform learning high school-level math topics like algebra, geometry, trigonometry, and calculus! Math Adventures with Python will show you how to harness the power of programming to keep math relevant and fun. With the aid of the Python programming language, you´ll learn how to visualize solutions to a range of math problems as you use code to explore key mathematical concepts like algebra, trigonometry, matrices, and cellular automata. Once you´ve learned the programming basics like loops and variables, you´ll write your own programs to solve equations quickly, make cool things like an interactive rainbow grid, and automate tedious tasks like factoring numbers and finding square roots. You´ll learn how to write functions to draw and manipulate shapes, create oscillating sine waves, and solve equations graphically. You´ll also learn how to: - Draw and transform 2D and 3D graphics with matrices - Make colorful designs like the Mandelbrot and Julia sets with complex numbers - Use recursion to create fractals like the Koch snowflake and the Sierpinski triangle - Generate virtual sheep that graze on grass and multiply autonomously - Crack secret codes using genetic algorithms As you work through the book´s numerous examples and increasingly challenging exercises, you´ll code your own solutions, create beautiful visualizations, and see just how much more fun math can be!

Anbieter: buecher.de

Stand: Mar 17, 2019 Zum Angebot

Stand: Mar 17, 2019 Zum Angebot