Calculus for Computer Graphics (Record no. 57591)

000 -LEADER
fixed length control field 03093nam a22004575i 4500
001 - CONTROL NUMBER
control field 978-1-4471-5466-2
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20200421112224.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 130827s2013 xxk| s |||| 0|eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 9781447154662
-- 978-1-4471-5466-2
082 04 - CLASSIFICATION NUMBER
Call Number 006.6
100 1# - AUTHOR NAME
Author Vince, John.
245 10 - TITLE STATEMENT
Title Calculus for Computer Graphics
300 ## - PHYSICAL DESCRIPTION
Number of Pages XIII, 227 p. 144 illus.
505 0# - FORMATTED CONTENTS NOTE
Remark 2 Preface -- Introduction -- Functions -- Limits and Derivatives -- Derivatives and Antiderivatives -- Higher Derivatives -- Partial Derivatives -- Integral Calculus -- Area Under a Graph -- Arc Length -- Surface Area -- Volume -- Vector-Valued Functions -- Conclusion -- Appendices -- Index.
520 ## - SUMMARY, ETC.
Summary, etc Students studying computer animation and computer games have to be familiar with geometry, matrices, vectors, rotation transforms, quaternions, curves and surfaces, and as computer graphics software becomes increasingly sophisticated, calculus is also being used to resolve its associated problems. The author draws upon his experience in teaching mathematics to undergraduates to make calculus appear no more challenging than any other branch of mathematics. He introduces the subject by examining how functions depend upon their independent variables, and then derives the appropriate mathematical underpinning and definitions. This gives rise to a function's derivative and its antiderivative, or integral. Using the idea of limits, the reader is introduced to derivatives and integrals of many common functions. Other chapters address higher-order derivatives, partial derivatives, Jacobians, vector-based functions, single, double and triple integrals, with numerous worked examples, and over a hundred illustrations. Calculus for Computer Graphics complements the author's other books on mathematics for computer graphics, and assumes that the reader is familiar with everyday algebra, trigonometry, vectors and determinants. After studying this book, the reader should understand calculus and its application within the world of computer games and animation.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
General subdivision Mathematics.
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier http://dx.doi.org/10.1007/978-1-4471-5466-2
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type eBooks
264 #1 -
-- London :
-- Springer London :
-- Imprint: Springer,
-- 2013.
336 ## -
-- text
-- txt
-- rdacontent
337 ## -
-- computer
-- c
-- rdamedia
338 ## -
-- online resource
-- cr
-- rdacarrier
347 ## -
-- text file
-- PDF
-- rda
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer science.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer graphics.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer science
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer mathematics.
650 14 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer Science.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer Graphics.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Mathematical Applications in Computer Science.
912 ## -
-- ZDB-2-SCS

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