Mathematics for Computer Graphics and Game Programming
(eBook)
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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Citations
Mercury Learning and Information. (2024). Mathematics for Computer Graphics and Game Programming. Packt Publishing.
Chicago / Turabian - Author Date Citation (style guide)Mercury Learning and Information. 2024. Mathematics for Computer Graphics and Game Programming. Packt Publishing.
Chicago / Turabian - Humanities Citation (style guide)Mercury Learning and Information, Mathematics for Computer Graphics and Game Programming. Packt Publishing, 2024.
MLA Citation (style guide)Mercury Learning and Information. Mathematics for Computer Graphics and Game Programming. Packt Publishing, 2024.
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Hoopla Extract Information
hooplaId | 17518595 |
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title | Mathematics for Computer Graphics and Game Programming |
language | ENGLISH |
kind | EBOOK |
series | |
season | |
publisher | Packt Publishing |
price | 1.35 |
active | 1 |
pa | |
profanity | |
children | |
demo | |
duration | |
rating | |
abridged | |
fiction | |
purchaseModel | INSTANT |
dateLastUpdated | Nov 20, 2024 06:45:28 PM |
Record Information
Last File Modification Time | Mar 09, 2025 12:09:55 AM |
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Last Grouped Work Modification Time | Mar 08, 2025 11:23:51 PM |
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520 | |a 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. | ||
538 | |a Mode of access: World Wide Web. | ||
650 | 0 | |a Computer graphics. | |
650 | 0 | |a Computer programming. | |
650 | 0 | |a Computers. | |
650 | 0 | |a Games. | |
650 | 0 | |a Mathematics. | |
650 | 0 | |a Software engineering. | |
650 | 0 | |a Electronic books. | |
710 | 2 | |a hoopla digital. | |
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