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...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Dulles, Virginia :
Mercury Learning and Information,
[2019]
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | 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. |
Beschreibung: | Includes index. |
Beschreibung: | 1 online resource |
ISBN: | 9781683923572 168392357X 1683923553 9781683923558 |
Internformat
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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. | ||
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author | Kothari, D. P. (Dwarkadas Pralhaddas), 1944- |
author_GND | http://id.loc.gov/authorities/names/n2014213357 |
author_facet | Kothari, D. P. (Dwarkadas Pralhaddas), 1944- |
author_role | aut |
author_sort | Kothari, D. P. 1944- |
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contents | 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. |
ctrlnum | (OCoLC)1081433395 |
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language | English |
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spelling | Kothari, D. P. (Dwarkadas Pralhaddas), 1944- author. https://id.oclc.org/worldcat/entity/E39PCjvFJtMjMFwVKjFtmrVP73 http://id.loc.gov/authorities/names/n2014213357 Mathematics for computer graphics and game programming : a self-teaching introduction / D.P. Kothari, [and 3 others]. Dulles, Virginia : Mercury Learning and Information, [2019] 1 online resource text txt rdacontent computer c rdamedia online resource cr rdacarrier Includes index. Online resource; title from digital title page (viewed on February 25, 2019). 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. 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. In English. Computer graphics Mathematics. Video games Mathematics. Computer graphics. http://id.loc.gov/authorities/subjects/sh85029500 Infographie Mathématiques. Infographie. computer graphics. aat COMPUTERS General. bisacsh Computer graphics Mathematics fast has work: Mathematics for computer graphics and game programming (Text) https://id.oclc.org/worldcat/entity/E39PCGMq8xcG9JDmj6P4PHRXFq https://id.oclc.org/worldcat/ontology/hasWork Print version: Kothari, D.P. Mathematics for Computer Graphics and Game Programming : A Self-Teaching Introduction. Bloomfield : Mercury Learning & Information, ©2019 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1994166 Volltext |
spellingShingle | Kothari, D. P. (Dwarkadas Pralhaddas), 1944- Mathematics for computer graphics and game programming : a self-teaching introduction / 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. Computer graphics Mathematics. Video games Mathematics. Computer graphics. http://id.loc.gov/authorities/subjects/sh85029500 Infographie Mathématiques. Infographie. computer graphics. aat COMPUTERS General. bisacsh Computer graphics Mathematics fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh85029500 |
title | Mathematics for computer graphics and game programming : a self-teaching introduction / |
title_auth | Mathematics for computer graphics and game programming : a self-teaching introduction / |
title_exact_search | Mathematics for computer graphics and game programming : a self-teaching introduction / |
title_full | Mathematics for computer graphics and game programming : a self-teaching introduction / D.P. Kothari, [and 3 others]. |
title_fullStr | Mathematics for computer graphics and game programming : a self-teaching introduction / D.P. Kothari, [and 3 others]. |
title_full_unstemmed | Mathematics for computer graphics and game programming : a self-teaching introduction / D.P. Kothari, [and 3 others]. |
title_short | Mathematics for computer graphics and game programming : |
title_sort | mathematics for computer graphics and game programming a self teaching introduction |
title_sub | a self-teaching introduction / |
topic | Computer graphics Mathematics. Video games Mathematics. Computer graphics. http://id.loc.gov/authorities/subjects/sh85029500 Infographie Mathématiques. Infographie. computer graphics. aat COMPUTERS General. bisacsh Computer graphics Mathematics fast |
topic_facet | Computer graphics Mathematics. Video games Mathematics. Computer graphics. Infographie Mathématiques. Infographie. computer graphics. COMPUTERS General. Computer graphics Mathematics |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1994166 |
work_keys_str_mv | AT kotharidp mathematicsforcomputergraphicsandgameprogrammingaselfteachingintroduction |