John Vince explains a wide range of mathematical techniques and problem-solving strategies associated with computer games, computer animation, virtual reality, CAD, and other areas of computer graphics.
Covering all the mathematical techniques required to resolve geometric problems and design computer programs for computer graphic applications, each chapter explores a specific mathematical topic prior to moving forward into the more advanced areas of matrix transforms, 3D curves and surface patches. Problem-solving techniques using vector analysis and geometric algebra are also discussed.
All the key areas are covered including:
• Numbers
• Algebra
• Trigonometry
• Coordinate geometry
• Transforms
• Vectors
• Curves and surfaces
• Barycentric coordinates
• Analytic geometry.
Plus – and unusually in a student textbook – a chapter on geometric algebra is included.
With plenty of worked examples, the book provides a sound understanding of the mathematics required for computer graphics, giving a fascinating insight into the design of computer graphics software, and setting the scene for further reading of more advanced books and technical research papers.
This text covers all mathematical techniques needed to resolve geometric problems and design computer programs for computer graphic applications. It also discusses problem-solving techniques using vector analysis and includes a chapter on geometric algebra.
John Vince explains a wide range of mathematical techniques and problem-solving strategies associated with computer games, computer animation, virtual reality, CAD, and other areas of computer graphics.
Covering all the mathematical techniques required to resolve geometric problems and design computer programs for computer graphic applications, each chapter explores a specific mathematical topic prior to moving forward into the more advanced areas of matrix transforms, 3D curves and surface patches. Problem-solving techniques using vector analysis and geometric algebra are also discussed.
All the key areas are covered including: Numbers, Algebra, Trigonometry, Coordinate geometry, Transforms, Vectors, Curves and surfaces, Barycentric coordinates, Analytic geometry.
Plus – and unusually in a student textbook – a chapter on geometric algebra is included.
One of the few student texts on introductory mathematics including a chapter on geometric algebra
Covers a broad range of relevant mathematical topics
Includes over one hundred illustrations
Contains many worked examples
Takes the reader from humble introductory ideas through to some advanced concepts
John A. Vince
3D 3D graphics Interpolation Partition Splines animation computer animation computer graphics reflection
From the reviews of the third edition:
“Slim volume could be a computer graphics student’s (and professor’s) next best friend. … the style of writing is crisp and the approach is practical. Although the theory is light, rigorous detailed derivations on each topic, sometimes from more than one approaches are plentiful and characterize the author’s approach throughout the entire book. It is surprising to find really practical mathematics packaged in fewer than 300 pages. For those studying or teaching computer graphics, this book will be a valuable companion to have on hand.” (Anthony J. Duben, ACM Computing Reviews, September, 2010)