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Mathematics for computer graphics and game programming : a self-teaching introduction /

Designed to explain the mathematical concepts involved in computer graphics and its entities, this book is ideal for courses in computer graphics, engineering, game development, as well as for professionals in industry. It begins with simple concepts such as how an image is generated on the screen a...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Kothari, D. P. (Dwarkadas Pralhaddas), 1944- (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Dulles, Virginia : Mercury Learning and Information, [2019]
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Kothari, D. P.  |q (Dwarkadas Pralhaddas),  |d 1944-  |e author. 
245 1 0 |a Mathematics for computer graphics and game programming :  |b a self-teaching introduction /  |c D.P. Kothari, [and 3 others]. 
264 1 |a Dulles, Virginia :  |b Mercury Learning and Information,  |c [2019] 
300 |a 1 online resource 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
500 |a Includes index. 
588 0 |a Online resource; title from digital title page (viewed on February 25, 2019). 
520 |a Designed to explain the mathematical concepts involved in computer graphics and its entities, this book is ideal for courses in computer graphics, engineering, game development, as well as for professionals in industry. It begins with simple concepts such as how an image is generated on the screen and then moves to cover the different algorithms for the generation of simple geometry on the screen. The subsequent chapters include two-dimensional and three-dimensional transformations, parametric representation of planar curves and parametric representation of space curves such as cubic splines, Bezier curves, etc. In addition to programming in C, OpenGL, and several other topics, it includes a final chapter on the methods of generating 3D models. 
505 0 |a FM; Chapter 1; Chapter 2; Chapter 3; Chapter 4; Chapter 5; Chapter 6; Chapter 7; Chapter 8; Chapter 9; Chapter 10; Chapter 11; Chapter 12; Chapter 13; Index. 
546 |a In English. 
590 |a eBooks on EBSCOhost  |b EBSCO eBook Subscription Academic Collection - Worldwide 
650 0 |a Computer graphics  |x Mathematics. 
650 0 |a Computer games  |x Mathematics. 
650 6 |a Infographie  |x Mathématiques. 
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650 7 |a Computer graphics  |x Mathematics.  |2 fast  |0 (OCoLC)fst00872135 
650 7 |a computer graphics.  |2 aat 
776 0 8 |i Print version:  |a Kothari, D.P.  |t Mathematics for Computer Graphics and Game Programming : A Self-Teaching Introduction.  |d Bloomfield : Mercury Learning & Information, ©2019 
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