Mathematical and Computer Programming Techniques for Computer Graphics

Mathematical and Computer Programming Techniques for Computer Graphics
Title Mathematical and Computer Programming Techniques for Computer Graphics PDF eBook
Author Peter Comninos
Publisher Springer Science & Business Media
Pages 556
Release 2010-04-06
Genre Computers
ISBN 1846282926

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Provides a comprehensive and detailed coverage of the fundamentals of programming techniques for computer graphics Uses lots of code examples, encouraging the reader to explore and experiment with data and computer programs (in the C programming language)

Mathematics for Computer Graphics and Game Programming

Mathematics for Computer Graphics and Game Programming
Title Mathematics for Computer Graphics and Game Programming PDF eBook
Author D. P. Kothari
Publisher
Pages 0
Release 2019
Genre Computers
ISBN 9781683923565

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Original title: Computer graphics in mathematical approaches

3D Computer Graphics

3D Computer Graphics
Title 3D Computer Graphics PDF eBook
Author Samuel R. Buss
Publisher Cambridge University Press
Pages 397
Release 2003-05-19
Genre Computers
ISBN 1139440381

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This textbook, first published in 2003, emphasises the fundamentals and the mathematics underlying computer graphics. The minimal prerequisites, a basic knowledge of calculus and vectors plus some programming experience in C or C++, make the book suitable for self study or for use as an advanced undergraduate or introductory graduate text. The author gives a thorough treatment of transformations and viewing, lighting and shading models, interpolation and averaging, Bézier curves and B-splines, ray tracing and radiosity, and intersection testing with rays. Additional topics, covered in less depth, include texture mapping and colour theory. The book covers some aspects of animation, including quaternions, orientation, and inverse kinematics, and includes source code for a Ray Tracing software package. The book is intended for use along with any OpenGL programming book, but the crucial features of OpenGL are briefly covered to help readers get up to speed. Accompanying software is available freely from the book's web site.

Mathematics for Computer Graphics

Mathematics for Computer Graphics
Title Mathematics for Computer Graphics PDF eBook
Author John Vince
Publisher Springer Science & Business Media
Pages 268
Release 2005-11-09
Genre Computers
ISBN 9781846280344

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This 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 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.

Mathematical Elements for Computer Graphics

Mathematical Elements for Computer Graphics
Title Mathematical Elements for Computer Graphics PDF eBook
Author David F. Rogers
Publisher McGraw-Hill Science, Engineering & Mathematics
Pages 648
Release 1990
Genre Computers
ISBN

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This text is ideal for junior-, senior-, and graduate-level courses in computer graphics and computer-aided design taught in departments of mechanical and aeronautical engineering and computer science. It presents in a unified manner an introduction to the mathematical theory underlying computer graphic applications. It covers topics of keen interest to students in engineering and computer science: transformations, projections, 2-D and 3-D curve definition schemes, and surface definitions. It also includes techniques, such as B-splines, which are incorporated as part of the software in advanced engineering workstations. A basic knowledge of vector and matrix algebra and calculus is required.

Computer Graphics for Java Programmers

Computer Graphics for Java Programmers
Title Computer Graphics for Java Programmers PDF eBook
Author Leen Ammeraal
Publisher Springer
Pages 388
Release 2017-10-12
Genre Computers
ISBN 3319633570

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This third edition covers fundamental concepts in creating and manipulating 2D and 3D graphical objects, including topics from classic graphics algorithms to color and shading models. It maintains the style of the two previous editions, teaching each graphics topic in a sequence of concepts, mathematics, algorithms, optimization techniques, and Java coding. Completely revised and updated according to years of classroom teaching, the third edition of this highly popular textbook contains a large number of ready-to-run Java programs and an algorithm animation and demonstration open-source software also in Java. It includes exercises and examples making it ideal for classroom use or self-study, and provides a perfect foundation for programming computer graphics using Java. Undergraduate and graduate students majoring specifically in computer science, computer engineering, electronic engineering, information systems, and related disciplines will use this textbook for their courses. Professionals and industrial practitioners who wish to learn and explore basic computer graphics techniques will also find this book a valuable resource.

Mathematics for 3D Game Programming and Computer Graphics

Mathematics for 3D Game Programming and Computer Graphics
Title Mathematics for 3D Game Programming and Computer Graphics PDF eBook
Author Eric Lengyel
Publisher
Pages
Release 2020-08
Genre
ISBN 9780357671092

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Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus. Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book's companion website provides sample code illustrating the mathematical and physics topics discussed in the book.