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Mathematical and Computer Programming Techniques for Computer Graphics

Mathematical and Computer Programming Techniques for Computer Graphics

Mathematical and Computer Programming Techniques for Computer Graphics
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Mathematical and Computer Programming Techniques for Computer Graphics Paperback - 2010

by Comninos, Peter

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Springer, 2010-10-13. Softcover reprint of hardcover 1st ed. 2006. paperback. New. 6.10x1.28x9.25. Buy with confidence. Excellent Customer Service & Return policy.
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Reader reviews for Mathematical and Computer Programming Techniques for Computer Graphics

From the publisher

This book demystifies the often-complex mathematics used in the creation of 2D and 3D computer graphics. Starting with the underlying mathematical ideas, it gradually leads the reader to a sufficient understanding of the detail to be able to implement libraries and programs for 2D and 3D graphics. Using lots of code examples, the reader is encouraged to explore and experiment with data and computer programs (in the C programming language) and to master the related mathematical techniques.

From the rear cover

Mathematical and Computer Programming Techniques for Computer Graphics introduces the mathematics and related computer programming techniques used in Computer Graphics. Starting with the underlying mathematical ideas, it gradually leads the reader to a sufficient understanding of the detail to be able to implement libraries and programs for 2D and 3D graphics. Using lots of code examples, the reader is encouraged to explore and experiment with data and computer programs (in the C programming language) and to master the related mathematical techniques.

Written for students with a minimum prerequisite knowledge of mathematics, the reader should have had some basic exposure to topics such as functions, trigonometric functions, elementary geometry and number theory, and also to have some familiarity with computer programming languages such as C. The material presented in this book has been used successfully with final year undergraduate and masters students studying Computer Graphics and Computer Animation. A simple but effective set of routines are included, organised as a library, covering both 2D and 3D graphics - taking a parallel approach to mathematical theory, and showing the reader how to incorporate it into example programs. This approach both demystifies the mathematics and demonstrates its relevance to 2D and 3D computer graphics.

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