Please note: In order to keep Hive up to date and provide users with the best features, we are no longer able to fully support Internet Explorer. The site is still available to you, however some sections of the site may appear broken. We would encourage you to move to a more modern browser like Firefox, Edge or Chrome in order to experience the site fully.

Calculus for Computer Graphics, Paperback / softback Book

Calculus for Computer Graphics Paperback / softback

Paperback / softback

Description

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.

Information

Other Formats

Save 16%

£44.99

£37.59

Item not Available
 
Free Home Delivery

on all orders

 
Pick up orders

from local bookshops

Information