Isbn: 9781447143208 - matrix transforms for computer games and animation (14 risultati)

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  • Lingua: Inglese

    Editore: Springer, 2012

    1447143205 / 9781447143208

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    paperback. Condizione: Fair.

  • Lingua: Inglese

    Editore: Springer, 2012

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    Condizione: New. In English.

  • Lingua: Inglese

    Editore: Springer 2012-06, 2012

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  • Lingua: Inglese

    Editore: Springer, 2012

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    Condizione: New. pp. 180.

  • Lingua: Inglese

    Editore: Guildford, Surrey : Springer London, 2012

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    Da: Hübner Einzelunternehmen, Hamburg, HH, GermaniaHübner Einzelunternehmen

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    Obr. X, 178 S. : 45 schw.-w. Ill., 8 schw.-w. Tab. Sprache: Englisch Gewicht in Gramm: 342.

  • Lingua: Inglese

    Editore: Springer, Springer, 2012

    1447143205 / 9781447143208

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    Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH

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    Taschenbuch. Condizione: Neu. Druck auf Anfrage Neuware - Printed after ordering - Matrix transforms are ubiquitous within the world of computer graphics, where they have become an invaluable tool in a programmer's toolkit for solving everything from 2D image scaling to 3D rotation about an arbitrary axis. Virtually every software system and hardware graphics processor uses matrices to undertake operations such as scaling, translation, reflection and rotation. Nevertheless, for some newcomers to the world of computer games and animation, matrix notation can appear obscure and challenging.Matrices and determinants were originally used to solve groups of simultaneous linear equations, and were subsequently embraced by the computer graphics community to describe the geometric operations for manipulating two- and three-dimensional structures. Consequently, to place matrix notation within an historical context, the author provides readers with some useful background to their development, alongside determinants.Although it is assumed that the reader is familiar with everyday algebra and the solution of simultaneous linear equations, Matrix Transforms for Computer Games and Animation does not expect any prior knowledge of matrix notation. It includes chapters on matrix notation, determinants, matrices, 2D transforms, 3D transforms and quaternions, and includes many worked examples to illustrate their practical use.

  • Lingua: Inglese

    Editore: Springer-Verlag New York Inc, 2012

    1447143205 / 9781447143208

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    Da: Revaluation Books, Exeter, Regno UnitoRevaluation Books

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    Paperback. Condizione: Brand New. 2012 edition. 177 pages. 9.00x6.10x0.50 inches. In Stock.

  • Lingua: Inglese

    Editore: Springer, 2012

    1447143205 / 9781447143208

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    Taschenbuch. Condizione: Neu. Matrix Transforms for Computer Games and Animation | John Vince | Taschenbuch | xi | Englisch | 2012 | Springer | EAN 9781447143208 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.

  • Lingua: Inglese

    Editore: Springer, 2012

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    Da: Brook Bookstore On Demand, Napoli, NA, ItaliaBrook Bookstore On Demand

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    Condizione: new. Questo è un articolo print on demand.

  • Lingua: Inglese

    Editore: Springer London Jun 2012, 2012

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    Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermaniaBuchWeltWeit Ludwig Meier e.K.

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    Taschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Matrix transforms are ubiquitous within the world of computer graphics, where they have become an invaluable tool in a programmer's toolkit for solving everything from 2D image scaling to 3D rotation about an arbitrary axis. Virtually every software system and hardware graphics processor uses matrices to undertake operations such as scaling, translation, reflection and rotation. Nevertheless, for some newcomers to the world of computer games and animation, matrix notation can appear obscure and challenging.Matrices and determinants were originally used to solve groups of simultaneous linear equations, and were subsequently embraced by the computer graphics community to describe the geometric operations for manipulating two- and three-dimensional structures. Consequently, to place matrix notation within an historical context, the author provides readers with some useful background to their development, alongside determinants.Although it is assumed that the reader is familiar with everyday algebra and the solution of simultaneous linear equations, Matrix Transforms for Computer Games and Animation does not expect any prior knowledge of matrix notation. It includes chapters on matrix notation, determinants, matrices, 2D transforms, 3D transforms and quaternions, and includes many worked examples to illustrate their practical use. 180 pp. Englisch.

  • Lingua: Inglese

    Editore: Springer, 2012

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    Da: Majestic Books, Hounslow, Regno UnitoMajestic Books

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    Condizione: New. Print on Demand pp. 180 45 Illus.

  • Lingua: Inglese

    Editore: Springer, 2012

    1447143205 / 9781447143208

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    Da: Biblios, frankfurt am main, HESSE, GermaniaBiblios

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    Condizione: New. PRINT ON DEMAND pp. 180.

  • Lingua: Inglese

    Editore: Springer London, 2012

    1447143205 / 9781447143208

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    Kartoniert / Broschiert. Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Assumes no prior knowledge of matrix notationChapters contain practical worked examplesEasy to read descriptions on how to apply matrix notation within the world of computer games and animationMatrix transforms are ubiquitous wit.

  • Lingua: Inglese

    Editore: Springer, Springer Jun 2012, 2012

    1447143205 / 9781447143208

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    Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germaniabuchversandmimpf2000

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    Taschenbuch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -Matrix transforms are ubiquitous within the world of computer graphics, where they have become an invaluable tool in a programmer¿s toolkit for solving everything from 2D image scaling to 3D rotation about an arbitrary axis. Virtually every software system and hardware graphics processor uses matrices to undertake operations such as scaling, translation, reflection and rotation. Nevertheless, for some newcomers to the world of computer games and animation, matrix notation can appear obscure and challenging.Matrices and determinants were originally used to solve groups of simultaneous linear equations, and were subsequently embraced by the computer graphics community to describe the geometric operations for manipulating two- and three-dimensional structures. Consequently, to place matrix notation within an historical context, the author provides readers with some useful background to their development, alongside determinants.Although it is assumed that the reader is familiar with everyday algebra and the solution of simultaneous linear equations, Matrix Transforms for Computer Games and Animation does not expect any prior knowledge of matrix notation. It includes chapters on matrix notation, determinants, matrices, 2D transforms, 3D transforms and quaternions, and includes many worked examples to illustrate their practical use.Springer-Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 180 pp. Englisch.