Mathematics for Computer Graphics and Game Programming

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Publisher:
Packt Publishing
Publication Date:
2024
Language:
English

Description

This book explains the mathematical concepts in computer graphics, ideal for courses in graphics, engineering, game development, and industry professionals. It starts with how images are generated on screens and covers algorithms for creating simple geometry. The book progresses through two-dimensional and three-dimensional transformations, parametric representation of planar and space curves like cubic splines and Bezier curves. It also includes programming in C, OpenGL, and methods for generating 3D models. The course begins with an introduction to computer graphics and vector representation of geometric entities. It then covers 2D and 3D transformations, parametric representation of curves and surfaces, windowing and clipping, and generating 3D models. The final chapters focus on projections and programming graphics using C and OpenGL. Understanding these concepts is crucial for mastering computer graphics. This book transitions readers from basic concepts to advanced techniques, blending theoretical knowledge with practical skills. It is an essential resource for mastering the mathematical foundations and programming techniques in computer graphics.

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Contributors:
ISBN:
9781836648949

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Grouping Information

Grouped Work IDdcef9205-17be-6f71-4f09-5baf9be4f966
Grouping Titlemathematics for computer graphics and game programming
Grouping Authormercury learning and information
Grouping Categorybook
Grouping LanguageEnglish (eng)
Last Grouping Update2025-03-08 23:23:51PM
Last Indexed2025-04-24 23:46:38PM

Solr Fields

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Mercury Learning and Information
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Mercury Learning and Information
display_description
This book explains the mathematical concepts in computer graphics, ideal for courses in graphics, engineering, game development, and industry professionals. It starts with how images are generated on screens and covers algorithms for creating simple geometry. The book progresses through two-dimensional and three-dimensional transformations, parametric representation of planar and space curves like cubic splines and Bezier curves. It also includes programming in C, OpenGL, and methods for generating 3D models. The course begins with an introduction to computer graphics and vector representation of geometric entities. It then covers 2D and 3D transformations, parametric representation of curves and surfaces, windowing and clipping, and generating 3D models. The final chapters focus on projections and programming graphics using C and OpenGL. Understanding these concepts is crucial for mastering computer graphics. This book transitions readers from basic concepts to advanced techniques, blending theoretical knowledge with practical skills. It is an essential resource for mastering the mathematical foundations and programming techniques in computer graphics.
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dcef9205-17be-6f71-4f09-5baf9be4f966
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2 Months
Quarter
Six Months
Year
primary_isbn
9781836648949
publishDate
2024
publisher
Packt Publishing
recordtype
grouped_work
subject_facet
Computer graphics
Computer programming
Computers
Electronic books
Games
Mathematics
Software engineering
title_display
Mathematics for Computer Graphics and Game Programming
title_full
Mathematics for Computer Graphics and Game Programming [electronic resource] / Mercury Learning And Information and D. Kothari
title_short
Mathematics for Computer Graphics and Game Programming
topic_facet
Computer graphics
Computer programming
Computers
Electronic books
Games
Mathematics
Software engineering

Solr Details Tables

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hoopla:MWT17518595eBookeBookEnglishPackt Publishing20241 online resource (412 pages)

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