Description
Book SynopsisJohn Vince explains a comprehensive range of mathematical techniques and problem-solving strategies associated with computer games, computer animation, special effects, virtual reality, CAD and other areas of computer graphics in this completely revised and expanded sixth edition.
The first five chapters cover a general introduction, number sets, algebra, trigonometry and coordinate systems, which are employed in the following chapters on determinants, vectors, matrix algebra, complex numbers, geometric transforms, quaternion algebra, quaternions in space, interpolation, curves and patches, analytical geometry and barycentric coordinates. Following this, the reader is introduced to the relatively new subject of geometric algebra, followed by two chapters that introduce differential and integral calculus. Finally, there is a chapter on worked examples.
Mathematics for Computer Graphics covers all of the key areas of the subject, including:
Nu
Trade Review
“These days nobody can imagine a world without computer graphics. … It is a challenge to explain this theory in an easy-to-follow way. But this book shows that it is possible. … It can be used both as a textbook for a computer graphics course and for self-study by practitioners and starting researchers alike.” (Agnieszka Lisowska, zbMATH 1500.68003, 2023)
Table of Contents
Preface.- Introduction.- Numbers.- Algebra.- Trigonometry.- Coordinate Systems.- Determinants.- Vectors.- Matrix Algebra.- Complex Numbers.- Geometric Transforms.- Quaternion Algebra.- Quaternions in Space.- Interpolation.- Curves and Patches.- Analytic Geometry.- Barycentric Coordinates.- Geometric Algebra.- Calculus: Derivatives.- Calculus: Integration.- Worked Examples.- Appendix A.- Appendix B.- Index.