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Mathematics for Computer Graphics Applications
 
 
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Mathematics for Computer Graphics Applications [Hardcover]

Michael Mortenson (Author)
4.0 out of 5 stars  See all reviews (9 customer reviews)

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Book Description

083113111X 978-0831131111 January 11, 1999 2 Sub
This completely revised Second Edition of "Computer Graphics" includes valuable information on major organizational changes within the last few years. This edition brings to the fore the basic mathematical tools of computer graphics, including vectors, matrices, and transformations. Additionally, it provides a strong, comprehensive base in exploring math, computer science, physics, engineering, and in special subjects such as algebraic and computational geometry, geometric modeling, and CAD/CAM. A highly diversified book that can be utilized as a primary textbook, supplemental teaching resource, individual tutorial, or key reference text.
  • Includes new chapters on symmetry, limit and continuity, constructive solid geometry, and the Bezier curve.
  • Provides many new figures and exercises.
  • Contains an annotated suggested reading list with exercises and answers in each chapter.
  • Appeals to both academics and professionals.
  • Offers a new solutions manual for instructors.

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Mathematics for Computer Graphics Applications + Mathematics for Computer Graphics (Undergraduate Topics in Computer Science) + 3D Math Primer for Graphics and Game Development (Wordware Game Math Library)
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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.

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 7.2 x 1 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: #843,301 in Books (See Top 100 in Books)

 

Customer Reviews

9 Reviews
5 star:
 (4)
4 star:
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3 star:
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Average Customer Review
4.0 out of 5 stars (9 customer reviews)
 
 
 
 
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33 of 33 people found the following review helpful:
4.0 out of 5 stars This book seems to be *the* book on this topic., March 16, 2000
This review is from: Mathematics for Computer Graphics Applications (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:
5.0 out of 5 stars This is the book for would be game developers., December 18, 2000
This review is from: Mathematics for Computer Graphics Applications (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:
3.0 out of 5 stars Good geometry and few computer stuff, November 6, 2006
By 
Jose Parrot (Rio de Janeiro Wonderful City) - See all my reviews
This review is from: Mathematics for Computer Graphics Applications (Hardcover)
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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Inside This Book (learn more)
First Sentence:
Perhaps the single most important mathematical device used in computer graphics and many engineering and physics applications is the vector. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
stellar polygon, piecewise flat surface, regularized intersection, concave polyhedron, semiregular polyhedra, geometric coefficients, wallpaper groups, frieze groups, polyhedral angle, topological disk, angle excess, parametric variable, simple closed path, total curvature, simple polyhedron, simple polyhedra, curvature density, total turning, vector geometry, algebraic coefficients, five regular polyhedra, scene transformations, concave polygons, conic curves, window boundaries
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Expanding Equation
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