000 03093nam a22004575i 4500
001 978-1-4471-5466-2
003 DE-He213
005 20200421112224.0
007 cr nn 008mamaa
008 130827s2013 xxk| s |||| 0|eng d
020 _a9781447154662
_9978-1-4471-5466-2
024 7 _a10.1007/978-1-4471-5466-2
_2doi
050 4 _aT385
072 7 _aUML
_2bicssc
072 7 _aCOM012000
_2bisacsh
082 0 4 _a006.6
_223
100 1 _aVince, John.
_eauthor.
245 1 0 _aCalculus for Computer Graphics
_h[electronic resource] /
_cby John Vince.
264 1 _aLondon :
_bSpringer London :
_bImprint: Springer,
_c2013.
300 _aXIII, 227 p. 144 illus.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 _aPreface -- Introduction -- Functions -- Limits and Derivatives -- Derivatives and Antiderivatives -- Higher Derivatives -- Partial Derivatives -- Integral Calculus -- Area Under a Graph -- Arc Length -- Surface Area -- Volume -- Vector-Valued Functions -- Conclusion -- Appendices -- Index.
520 _aStudents studying computer animation and computer games have to be familiar with geometry, matrices, vectors, rotation transforms, quaternions, curves and surfaces, and as computer graphics software becomes increasingly sophisticated, calculus is also being used to resolve its associated problems. The author draws upon his experience in teaching mathematics to undergraduates to make calculus appear no more challenging than any other branch of mathematics. He introduces the subject by examining how functions depend upon their independent variables, and then derives the appropriate mathematical underpinning and definitions. This gives rise to a function's derivative and its antiderivative, or integral. Using the idea of limits, the reader is introduced to derivatives and integrals of many common functions. Other chapters address higher-order derivatives, partial derivatives, Jacobians, vector-based functions, single, double and triple integrals, with numerous worked examples, and over a hundred illustrations. Calculus for Computer Graphics complements the author's other books on mathematics for computer graphics, and assumes that the reader is familiar with everyday algebra, trigonometry, vectors and determinants. After studying this book, the reader should understand calculus and its application within the world of computer games and animation.
650 0 _aComputer science.
650 0 _aComputer graphics.
650 0 _aComputer science
_xMathematics.
650 0 _aComputer mathematics.
650 1 4 _aComputer Science.
650 2 4 _aComputer Graphics.
650 2 4 _aMathematical Applications in Computer Science.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9781447154655
856 4 0 _uhttp://dx.doi.org/10.1007/978-1-4471-5466-2
912 _aZDB-2-SCS
942 _cEBK
999 _c57591
_d57591