Mathematical and Computer Programming Techniques for Computer Graphics

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 ab...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Κύριος συγγραφέας: Comninos, Peter (Συγγραφέας)
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: London : Springer London, 2006.
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
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100 1 |a Comninos, Peter.  |e author. 
245 1 0 |a Mathematical and Computer Programming Techniques for Computer Graphics  |h [electronic resource] /  |c by Peter Comninos. 
264 1 |a London :  |b Springer London,  |c 2006. 
300 |a XX, 548 p.  |b online resource. 
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505 0 |a Set Theory Survival Kit -- Vector Algebra Survival Kit -- Matrix Algebra Survival Kit -- Vector Spaces or Linear Spaces -- Two-Dimensional Transformations -- Two-Dimensional Clipping -- Three-Dimensional Transformations -- Viewing and Projection Transformations -- 3D Rendering -- Physically Based Lighting and Shading Models and Rendering Algorithms. 
520 |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. 
650 0 |a Computer science. 
650 0 |a Software engineering. 
650 0 |a Computer programming. 
650 0 |a Computers. 
650 0 |a Computer science  |x Mathematics. 
650 0 |a Computer graphics. 
650 0 |a Application software. 
650 1 4 |a Computer Science. 
650 2 4 |a Theory of Computation. 
650 2 4 |a Software Engineering/Programming and Operating Systems. 
650 2 4 |a Computer Applications. 
650 2 4 |a Computer Graphics. 
650 2 4 |a Programming Techniques. 
650 2 4 |a Math Applications in Computer Science. 
710 2 |a SpringerLink (Online service) 
773 0 |t Springer eBooks 
776 0 8 |i Printed edition:  |z 9781852339029 
856 4 0 |u http://dx.doi.org/10.1007/978-1-84628-292-8  |z Full Text via HEAL-Link 
912 |a ZDB-2-SCS 
950 |a Computer Science (Springer-11645)