This book introduces the mathematical concepts that underpin computer graphics. It is written in an approachable way, without burdening readers with the skills of ow to do'things. The author discusses those aspects of mathematics that relate to the computer synthesis of images, and so gives users a better understanding of the limitations of computer graphics systems. Users of computer graphics who have no formal training and wish to understand the essential foundations of computer graphics systems will find this book very useful, as will mathematicians who want to understand how their subject is used in computer image synthesis. '
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1 The Processes of Computer Graphics.- Object Model Building.- Depiction of Models.- Conclusion.- 2 Numbers, Counting and Measuring.- Natural Numbers.- Integers.- Rational Numbers.- Real Numbers.- Complex Numbers.- Representations of Number.- The Computer Representation of Number.- Boolean Algebra.- Summary.- 3 Coordinates and Dimension: Representations of Space and Colour.- Cartesian Coordinates.- Defining Space by Equations and Inequalities.- Angles.- Trigonometry and Polar Coordinates.- Dimension.- Coordinate Systems in Three Dimensions.- Colour and its Representation.- Summary.- 4 Functions and Transformations: Ways of Manipulating Space.- Functions as Mappings.- Graphs of Functions.- Transformations in 2D.- Transformations in 3D.- Combining Affine Transformations.- Inversion of Affine Transformations.- Inversion of Functions.- Shape Transformation by Function Change.- Conclusions.- 5 Form from Function: Analysis of Shapes.- The Straight Line.- Drawing General Function Graphs.- Graphs of Polynomials.- Calculus: Differentiation.- Calculus: Integration.- Series Expansions.- Calculus and Animation.- The Exponential Function.- The Conic Sections.- Some Standard 3D Forms and their Equations.- Summary.- 6 Matrices: Tools for Manipulating Space.- Matrices in Computer Graphics.- Definition and Notation.- Forms of Matrices.- Operations on Matrices: Addition.- Operations on Matrices: Multiplication.- The Identity Matrix.- Matrices and Equations.- The Inverse of a Square Matrix.- Matrices, Transformations and Homogeneous Coordinates: Two Dimensions.- Matrices, Transformations and Homogeneous Coordinates: Three Dimensions.- Inverse of a Transformation Matrix.- Perspective Projection.- Computer Implementation of Matrix Methods.- Summary.- 7 Vectors: Descriptions of Spatial Relationships.- Definition of a Vector.- Notation.- Addition of Vectors: The Parallelogram and Triangle Laws.- Multiplication of a Vector by a Scalar.- Examples of Vector Quantities.- Vectors in 2D Cartesian Spaces.- Vectors in 3D Cartesian Spaces.- Multiplication of Vectors: The Scalar or Dot Product.- Multiplication of Vectors: The Vector or Cross Product.- Representation of Lines Using Vectors.- Classification of Points against Planes Using Vectors.- Representation of Planes in Standard Form.- Intersection of a Line with a Plane.- Inclusion of a Point in a Triangle.- Reflected and Refracted Rays.- Distance between Two Skew Lines.- Intersection of Two Planes.- Summary.- 8 Geometric Modelling and Fractals: Building Descriptions of Objects.- Data Structures.- Geometric Modelling Systems.- Voxel Modelling Methods.- Constructive Solid Geometry (CSG).- Boundary Representation (B-Rep).- Isosurface Modelling.- Fractals.- Fractal Dimension.- Fractals Based in the Complex Plane: Julia and Mandelbrot Sets.- Fractals in Simulation of Natural Phenomena.- Summary.- 9 Splines: Generation of Curves and Surfaces.- Reasons for Splines.- Interpolation.- Bézier Splines for Curve Drawing.- Animation Control Using Cubic Bézier Curves.- Drawing Bézier Curves.- Interpolating Splines for Curve Generation.- Animation Control Using Interpolating Splines.- B-Splines.- Non-Uniform Rational B-Splines: NURBS.- Circles and Other Conic Sections.- Surface Construction Using Bézier Patches.- Surface Generation Based on Other Forms of Curve.- Depiction of Surface Patches.- Summary.- 10 Drawing and Rendering: How to Create Pictures.- What is a 3D Drawing?.- Methods for Rendering.- Hidden Surface Removal.- Flat or Lambert Shading.- Scan Line Methods.- Gouraud Shading.- Phong Shading.- Exact Object Rendering.- Shadows.- Specular Highlights.- Textures.- Ray Tracing.- Radiosity.- Anti-Aliasing.- Summary.- Suggestions for Further Reading.- Mathematical and Scientific Minds.- Understanding of Mathematics.- Computer Graphics in General.- Geometric Modelling.- Fractals and Related Issues.- Journals.- Names.
Book by Jones Huw
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Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. * DISCUSSES THE CONCEPTS OF MATHEMATICS THAT SUPPORT COMPUTER GRAPHICS IN AN APPROACHABLE MANNER. * GIVES READERS AN UNDERSTANDING OF THE LIMITATIONS AND SCOPE OF MATHEMATICAL SYSTEMS, WITHOUT THE DETAILED KNOWLEDGE NEEDED TO CARRY OUT MATHEMATICAL MANIPULA. Codice articolo 4289543
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Taschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Computer Graphics through Key Mathematics introduces the mathematics thatsupport computer graphics on a'need to know' basis. Its approach means you don't have to do advancedmathematical manipulation in order tounderstand the capabilities, scope and limitations of the computergraphics systems that create impressive images.The book is written in a clear, easy-to-understand way and is aimed at allthose who have missed out on an extended mathematical education but whoare studying or working in areas where computer graphics or 3D designplays an vital part.All those who have no formal training but who want to understand thefoundations of computer graphics systems should read this book, as shouldmathematicians who want to understand how their subject is used incomputer image synthesis. 368 pp. Englisch. Codice articolo 9781852334222
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Taschenbuch. Condizione: Neu. Neuware -Computer Graphics through Key Mathematics introduces the mathematics thatsupport computer graphics on a'need to know' basis. Its approach means you don't have to do advancedmathematical manipulation in order tounderstand the capabilities, scope and limitations of the computergraphics systems that create impressive images.The book is written in a clear, easy-to-understand way and is aimed at allthose who have missed out on an extended mathematical education but whoare studying or working in areas where computer graphics or 3D designplays an vital part.All those who have no formal training but who want to understand thefoundations of computer graphics systems should read this book, as shouldmathematicians who want to understand how their subject is used incomputer image synthesis.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 368 pp. Englisch. Codice articolo 9781852334222
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Taschenbuch. Condizione: Neu. Druck auf Anfrage Neuware - Printed after ordering - Computer Graphics through Key Mathematics introduces the mathematics that support computer graphics on a 'need to know' basis. Its approach means you don't have to do advanced mathematical manipulation in order to understand the capabilities, scope and limitations of the computer graphics systems that create impressive images. The book is written in a clear, easy-to-understand way and is aimed at all those who have missed out on an extended mathematical education but who are studying or working in areas where computer graphics or 3D design plays an vital part. All those who have no formal training but who want to understand the foundations of computer graphics systems should read this book, as should mathematicians who want to understand how their subject is used in computer image synthesis. Codice articolo 9781852334222
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