000 | 03093nam a22004575i 4500 | ||
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001 | 978-1-4471-5466-2 | ||
003 | DE-He213 | ||
005 | 20200421112224.0 | ||
007 | cr nn 008mamaa | ||
008 | 130827s2013 xxk| s |||| 0|eng d | ||
020 |
_a9781447154662 _9978-1-4471-5466-2 |
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024 | 7 |
_a10.1007/978-1-4471-5466-2 _2doi |
|
050 | 4 | _aT385 | |
072 | 7 |
_aUML _2bicssc |
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072 | 7 |
_aCOM012000 _2bisacsh |
|
082 | 0 | 4 |
_a006.6 _223 |
100 | 1 |
_aVince, John. _eauthor. |
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245 | 1 | 0 |
_aCalculus for Computer Graphics _h[electronic resource] / _cby John Vince. |
264 | 1 |
_aLondon : _bSpringer London : _bImprint: Springer, _c2013. |
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300 |
_aXIII, 227 p. 144 illus. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_atext file _bPDF _2rda |
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505 | 0 | _aPreface -- 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 | _aStudents 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 | _aComputer science. | |
650 | 0 | _aComputer graphics. | |
650 | 0 |
_aComputer science _xMathematics. |
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650 | 0 | _aComputer mathematics. | |
650 | 1 | 4 | _aComputer Science. |
650 | 2 | 4 | _aComputer Graphics. |
650 | 2 | 4 | _aMathematical Applications in Computer Science. |
710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer eBooks | |
776 | 0 | 8 |
_iPrinted edition: _z9781447154655 |
856 | 4 | 0 | _uhttp://dx.doi.org/10.1007/978-1-4471-5466-2 |
912 | _aZDB-2-SCS | ||
942 | _cEBK | ||
999 |
_c57591 _d57591 |