Essential Mathematics for Computer Graphics: Fast
By, Vince, John
Publisher: Springer
Class No.: 006.6 VIN
Accession No.: 002621
Year: 2001
Pages: 229 p.
Of the week: 03rd April. to 08th April, 2006
This book is an excellent summary of all the mathematics you need to start understanding CG inside out. It is an invaluable study aid, very clearly laid out. It is also very easy to pick up and understand if you just want to read it out of interest. This book provides a quick, concise introduction to the most important mathematics used in computer graphics. In ten chapters readers will discover the mathematical techniques required to solve problems and design computer programs for computer graphic applications. From trigonometry to coordinate geometry, each chapter explores a specific mathematical topic. Step-by-step, readers are lead through the fundamentals to such advanced areas as 3D curves, surface patches, and vectors. Accessible coverage helps make the concepts easy to understand, so that a non-mathematician can quickly grasp the math that lies behind computer animation."
In ten 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- Analytic geometry