Essential Mathematics for Computer Graphics Fast by John Vince (2001, Trade Paperback)

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About this product

Product Identifiers

PublisherSpringer
ISBN-101852333804
ISBN-139781852333805
eBay Product ID (ePID)1941962

Product Key Features

Number of PagesIX, 229 Pages
Publication NameEssential Mathematics for Computer Graphics Fast
LanguageEnglish
SubjectComputer Graphics, Computer Science
Publication Year2001
TypeTextbook
Subject AreaComputers
AuthorJohn Vince
FormatTrade Paperback

Dimensions

Item Weight14.8 Oz
Item Length9.3 in
Item Width6.1 in

Additional Product Features

Intended AudienceCollege Audience
LCCN2001-031424
Dewey Edition21
IllustratedYes
Dewey Decimal006.6/0151
Table Of ContentMathematics.- Numbers.- Algebra.- Trigonometry.- Cartesian Coordinates.- Vectors.- Transformations.- Interpolation.- Curves and Patches.- Analytic Geometry.- Conclusion.- References.- Index.
SynopsisThis is a concise and informal introductory book on the mathematical concepts that underpin computer graphics. The author, John Vince, makes the concepts easy to understand, enabling non-experts to come to terms with computer animation work. The book complements the author's other works in the series (Essential Computer Animation fast and Essential Virtual Reality fast) and is written in the same accessible and easy-to-read style. It is also a useful reference book for programmers working in the field of computer graphics, virtual reality, computer animation, as well as students on digital media courses, and even mathematics courses., 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 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 geometryEssential Mathematics for Computer Graphics fastThe book you will read once, and refer to over and over again
LC Classification NumberT385.V5614 2001

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