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Mathematics for Computer Graphics Applications Hardcover – January 11, 1999

ISBN-13: 978-0831131111 ISBN-10: 083113111X Edition: 2 Sub

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Product Details

  • Hardcover: 416 pages
  • Publisher: Industrial Press, Inc.; 2 Sub edition (January 11, 1999)
  • Language: English
  • ISBN-10: 083113111X
  • ISBN-13: 978-0831131111
  • Product Dimensions: 10.2 x 7.1 x 1.2 inches
  • Shipping Weight: 2.1 pounds (View shipping rates and policies)
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (9 customer reviews)
  • Amazon Best Sellers Rank: #1,527,054 in Books (See Top 100 in Books)

Editorial Reviews

Review

I consider the book material an essential cornerstone to the knowledge upon which students will pursue advanced study and, for some, fashion the applications of geometry to their professional study. -- Ron Nowek, The Boeing Co.

From the Back Cover

Mathematics for Computer Graphics Applications introduces the mathematics that is the foundation of many of today's most advanced computer graphics applications, including CAD/CAM and geometric modeling. It presents 20 key subject areas, such as vectors, matrices, symmetry, transformations, Bezier curves, surfaces, and computer graphics display geometry, in clear jargon-free language, supplemented by over 300 illustrations and an equal number of exercises. An annotated bibliography offers suggestions for further study. This edition brings to the fore the basic mathematical tools of computer graphics, including vectors, matrices, and transformations; and then uses these tools to present the geometry, from the elementary building blocks of points, lines and planes, to complex three-dimensional constructions and Bezier curves. Mathematics for Computer Graphics Applications is written for several audiences: for college students majoring in computer science, engineering or applied mathematics and science, whose special interests are in computer graphics, CAD/CAM, geometric modeling, visualization, or related subjects; for industry and government on-the-job training of employees whose skills can be profitably expanded into these areas; and for the professional working in these fields in need of a comprehensive reference and skills refresher.

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Most Helpful Customer Reviews

33 of 33 people found the following review helpful By John G. Ferguson on March 16, 2000
Format: Hardcover
I am only in the first 1/4 of this book, but I can say that the text is clear and the exercises are useful. A small down side was some typos in the solved exercises, that's why it is a 4.
While I haven't finised the text yet, I peeked ahead and it seems to be a winner. I chose this book to be my backgrounder before going through Watt's 3rd Ed. on Computer Graphics.
I find that this book shows me math tools and I actually think about why they are useful, not just how they are useful.
I think it is sad that algorithms books get more reviews (and sales?) while accessible, foundational books like this one get ignored, based on the low number of reviews. Maybe its because they don't use a slick looking sample of ray tracing or radiosity on the front cover ;-).
This is a book for first principles! Check it out.
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14 of 14 people found the following review helpful By Lemont A. Washington on December 18, 2000
Format: Hardcover
I have many books on the subject, but this one takes the cake. Of all my books this one explains the fundamental math algorithms in ENGLISH and allows you to intuitively understand things both from a purelely mathematical standpoint as well as from a geometric standpoint. I consulted this book after having problems understanding linear combinations and basis, and how it applies to computing the plane equation. I also learnt how to geometrically interpret the dot product. This book is inexpensive considering the subject, and a welcome addition to any personal library if your learning these things. I'm building a 3D engine for MAC/PC that require a solid understanding of linear algebra and this is basically what this book has to offer.
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5 of 5 people found the following review helpful By Amazon Customer on November 6, 2006
Format: Hardcover Verified Purchase
This 2nd edition of a 1989 book maintains its mathematic approach with few or no relation to computers. The long title suggests a book with practical examples, but what it contains is pure math. Just to give an idea, the word "pixel" appears just in one page. However, the basics on hypernumbers, introduction on matrix methods, limits, points, lines, CSG spend half of book.

Computer Graphics today is much more than geometry, by the way solved by powerful graphics cards and APIs like OpenGL. Scientific visualization uses intensively colors, transparencies, movements, animation and none of these subjects are even touched. Nowadays mathematics apply also to fog, antialianing, specular, caustics, LOD, transparencies, reflexes, lightning. Unfortunately these math applications aren't tackled in this book. So, don't expect to find computer graphics in this book, as we understand it today. This is still a 1989 book.

If the title was just "Computer Graphics: An Introduction to the Mathematics and Geometry", as in its first edition, it was more related to its content. Unfortunately, just extending the book's title doesn't make it up-to-date.
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10 of 12 people found the following review helpful By Amazon Customer on January 6, 2001
Format: Hardcover
This is a good book that is better suited as a reference than a text book. The book seems to be set up with that in mind as the format allows for each concept covered to be easily found. For example, I have taken a course in Linear Algebra. I was still a little shakey about the rotation matricies that are commonly used in game programming. This book brought me up to speed in no time, but if I hadn't taken Linear Algebra, I'm not so sure that I would have fully understood that section. But again, overall this is a great reference to have around!
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7 of 9 people found the following review helpful By Henry Lenzi on October 14, 2005
Format: Hardcover
I can't understand the raving reviews. It is weak on math, and has no practical example on CG.

Let me give you an example: Chapter 2 (allegedly on "Matrix Methods"), exercise 2.20 (there are 25): Compute the determinant of the following matrix (I'll use Matlab/Scilab notation): M = [ 2 0; -3 2] Are you serious? What about learning Limits and Continuity in one short chapter? No comments...Seriously, if you don't already know this stuff, should you be looking at CG in the first place?

After I got this book, I got F.S. Hill's Computer graphics Using OpenGL, which is much thicker, mathematically oriented, and has practical examples in C++, and Parberry's and Dunn's 3D Math Primer for Graphics and Game Development which doesn't attempt so much as Hill's and Mortenson's, but has nice code in C++. There might be better options. Not to mention that one has to buy and study real math books.

I give it 1 star as the book falls short of its stated goals of preparing the reader for more advanced study.
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