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Mathematics for Computer Graphics [Paperback]

John A. Vince (Author)
4.0 out of 5 stars  See all reviews (2 customer reviews)


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Kindle Edition $30.12  
Paperback $33.47  
Paperback, September 30, 2005 --  
There is a newer edition of this item:
Mathematics for Computer Graphics (Undergraduate Topics in Computer Science) Mathematics for Computer Graphics (Undergraduate Topics in Computer Science) 4.0 out of 5 stars (2)
$33.47
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Book Description

September 30, 2005 1846280346 978-1846280344 2nd

Baffled by maths? Then don't give up hope.

John Vince will show you how to understand many of the mathematical ideas used in computer animation, virtual reality, CAD, and other areas of computer graphics.

In thirteen chapters you will rediscover - and hopefully discover for the first time a new way of understanding - the mathematical techniques required to solve problems and design computer programs for computer graphic applications. Each chapter explores a specific mathematical topic and takes you forward into more advanced areas until you are able to understand 3D curves and surface patches, and solve problems using vectors.

After reading the book, you should be able to refer to more challenging books with confidence and develop a greater insight into the design of computer graphics software.

Get to grips with mathematics fast - Numbers, Algebra, Trigonometry, Coordinate geometry, Transforms, Vectors, Curves and surfaces, Barycentric coordinates, Analytic geometry.

The book you will read once, and refer to over and over again!



Editorial Reviews

Review

From the reviews of the third edition: “Slim volume could be a computer graphics student’s (and professor’s) next best friend. … the style of writing is crisp and the approach is practical. Although the theory is light, rigorous detailed derivations on each topic, sometimes from more than one approaches are plentiful and characterize the author’s approach throughout the entire book. It is surprising to find really practical mathematics packaged in fewer than 300 pages. For those studying or teaching computer graphics, this book will be a valuable companion to have on hand.” (Anthony J. Duben, ACM Computing Reviews, September, 2010) --This text refers to an alternate Paperback edition.

From the Back Cover

John Vince explains a wide range of mathematical techniques and problem-solving strategies associated with computer games, computer animation, virtual reality, CAD, and other areas of computer graphics. Covering all the mathematical techniques required to resolve geometric problems and design computer programs for computer graphic applications, each chapter explores a specific mathematical topic prior to moving forward into the more advanced areas of matrix transforms, 3D curves and surface patches. Problem-solving techniques using vector analysis and geometric algebra are also discussed. All the key areas are covered including: • Numbers • Algebra • Trigonometry • Coordinate geometry • Transforms • Vectors • Curves and surfaces • Barycentric coordinates • Analytic geometry. Plus – and unusually in a student textbook – a chapter on geometric algebra is included. With plenty of worked examples, the book provides a sound understanding of the mathematics required for computer graphics, giving a fascinating insight into the design of computer graphics software, and setting the scene for further reading of more advanced books and technical research papers. --This text refers to an alternate Paperback edition.

Product Details

  • Paperback: 247 pages
  • Publisher: Springer; 2nd edition (September 30, 2005)
  • Language: English
  • ISBN-10: 1846280346
  • ISBN-13: 978-1846280344
  • Product Dimensions: 9.2 x 6.2 x 0.5 inches
  • Shipping Weight: 13.4 ounces
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Best Sellers Rank: #655,501 in Books (See Top 100 in Books)

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9 of 9 people found the following review helpful:
4.0 out of 5 stars Broad but cursory, April 11, 2007
This review is from: Mathematics for Computer Graphics (Paperback)
This give a very broad overview of many topics from matrix transformations to analytic geometry, but in a paperback less than a half inch thick, the topics are only given a cursory introduction.
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8 of 11 people found the following review helpful:
4.0 out of 5 stars not a book to learn new material from, March 10, 2006
This review is from: Mathematics for Computer Graphics (Paperback)
Vince takes you through what is hopefully a revision course on maths that you will need if you are going to program graphics. The topics include matrix algebra. (Of course.) This gives the essence of translation and scaling in a three dimensional space. Then analytic geometry and B splines are covered.

The book has no problem sets. Though it does have one chapter at the end devoted to sample problems with their answers. It is not a book to learn new material from.
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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
perpendicular distance from the origin, knot vector, virtual camera, axial system, rotated point, plane equation, camera space
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Ceva's Theorem
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