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Mathematical structures for computer graphics /

"This book is for readers who wish to understand the mathematical tools that are necessary to produce three-dimensional models and the resulting screen images. Written by an academic with over 20 years of teaching experience, the intent of the book is to show relevant and focused mathematical d...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Janke, Steven J., 1947- (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Hoboken, New Jersey : Wiley, [2015]
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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020 |a 9781118711989 
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020 |z 9781118712191 
035 |a (OCoLC)1135326076 
037 |a CL0501000086  |b Safari Books Online 
050 4 |a T385 
082 0 4 |a 006.601  |a 006.60151 
084 |a COM012040  |2 bisacsh 
049 |a UAMI 
100 1 |a Janke, Steven J.,  |d 1947-  |e author. 
245 1 0 |a Mathematical structures for computer graphics /  |c Steven J. Janke. 
264 1 |a Hoboken, New Jersey :  |b Wiley,  |c [2015] 
264 4 |c ©2015 
300 |a 1 online resource (1 volume) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
588 0 |a Print version record. 
504 |a Includes bibliographical references. 
520 |a "This book is for readers who wish to understand the mathematical tools that are necessary to produce three-dimensional models and the resulting screen images. Written by an academic with over 20 years of teaching experience, the intent of the book is to show relevant and focused mathematical derivations that help students understand computer graphics. Intuitive, rather than just theorem/proof discussions set the tone for the presentation. Some algebra, high-school geometry, and trigonometry are presumed for adequate comprehension. Notions of why results are important give the reader a sense of ownership and application. Chapters are written in a two-tiered style so as to allow for flexibility in the level of mathematics desired. Two- and three-dimensional vector geometry is covered using transforms, curves, and surfaces. More focused graphics topics like perspective with the accompanying projective geometry, polyhedral as building blocks for objects, and ray retracing help pull the vector technique together. An assortment of other topics helps round-out the discussion. These include noise, randomness, and L-systems. Plentiful exercises are showcased throughout. An author-maintained web site includes further computer programming notes and solutions to selected exercises"--  |c Provided by publisher 
520 |a "Explains the mathematical tools that are necessary to produce three-dimensional models and the resulting screen images. Demonstrates relevant and focused mathematical derivations that help students understand computer graphics"--  |c Provided by publisher 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Computer graphics  |x Mathematics. 
650 0 |a Three-dimensional imaging  |x Mathematics. 
650 6 |a Infographie  |x Mathématiques. 
650 6 |a Imagerie tridimensionnelle  |x Mathématiques. 
650 7 |a COMPUTERS  |x Programming  |x Games.  |2 bisacsh 
650 7 |a Computer graphics  |x Mathematics.  |2 fast  |0 (OCoLC)fst00872135 
776 0 8 |i Print version:  |a Janke, Steven J., 1947-  |t Mathematical structures for computer graphics.  |d Hoboken, New Jersey : Wiley, [2015]  |z 9781118712191  |w (DLC) 2014017641  |w (OCoLC)880199305 
856 4 0 |u https://learning.oreilly.com/library/view/~/9781118712191/?ar  |z Texto completo (Requiere registro previo con correo institucional) 
994 |a 92  |b IZTAP