product
4174557Calculus for Computer Graphicshttps://www.gandhi.com.mx/calculus-for-computer-graphics-9783030113766/phttps://gandhi.vtexassets.com/arquivos/ids/2854180/71d5ed34-6260-4353-9822-599959bf6951.jpg?v=63838454157960000010581176MXNSpringer International PublishingInStock/Ebooks/<p>Students studying different branches of computer graphics 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.</p><p>In this 2nd edition, the author extends the scope of the original book to include applications of calculus in the areas of arc-length parameterisation of curves, geometric continuity, tangent and normal vectors, and curvature. 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 functions 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 and seventy colour illustrations.</p><p>This book complements the authors 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 graphics, games and animation.</p>...4110559Calculus for Computer Graphics10581176https://www.gandhi.com.mx/calculus-for-computer-graphics-9783030113766/phttps://gandhi.vtexassets.com/arquivos/ids/2854180/71d5ed34-6260-4353-9822-599959bf6951.jpg?v=638384541579600000InStockMXN99999DIEbook20199783030113766_W3siaWQiOiI2M2RmODgwYS03Mjk5LTQ1M2QtYjY3My0wOTYyMDk2NGExYzMiLCJsaXN0UHJpY2UiOjExNDEsImRpc2NvdW50IjoxMTQsInNlbGxpbmdQcmljZSI6MTAyNywiaW5jbHVkZXNUYXgiOnRydWUsInByaWNlVHlwZSI6Ildob2xlc2FsZSIsImN1cnJlbmN5IjoiTVhOIiwiZnJvbSI6IjIwMjQtMTEtMTlUMTY6MDA6MDBaIiwidG8iOiIyMDI0LTExLTMwVDIzOjU5OjU5WiIsInJlZ2lvbiI6Ik1YIiwiaXNQcmVvcmRlciI6ZmFsc2V9LHsiaWQiOiJhODRjMzM1OC00Y2UwLTQyMzItODhlMi0yZWVhOGI0ZmE2MzQiLCJsaXN0UHJpY2UiOjExODcsImRpc2NvdW50IjoxMTksInNlbGxpbmdQcmljZSI6MTA2OCwiaW5jbHVkZXNUYXgiOnRydWUsInByaWNlVHlwZSI6Ildob2xlc2FsZSIsImN1cnJlbmN5IjoiTVhOIiwiZnJvbSI6IjIwMjQtMTItMDFUMDA6MDA6MDBaIiwicmVnaW9uIjoiTVgiLCJpc1ByZW9yZGVyIjpmYWxzZX1d9783030113766_<p>Students studying different branches of computer graphics 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.</p><p>In this 2nd edition, the author extends the scope of the original book to include applications of calculus in the areas of arc-length parameterisation of curves, geometric continuity, tangent and normal vectors, and curvature. 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 and seventy colour illustrations.</p><p>This book 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 graphics, games and animation.</p>9783030113766_Springer International Publishinglibro_electonico_c3182f10-5620-33a6-b933-502fc1dcc773_9783030113766;9783030113766_9783030113766John VinceInglésMéxico2019-03-12T00:00:00+00:00Springer International Publishing