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Mathematics for Computer Graphics
  • Language: en
  • Pages: 251

Mathematics for Computer Graphics

This is a concise and informal introductory book on the mathematical concepts that underpin computer graphics. The author, John Vince, makes the concepts easy to understand, enabling non-experts to come to terms with computer animation work. The book complements the author's other works and is written in the same accessible and easy-to-read style. It is also a useful reference book for programmers working in the field of computer graphics, virtual reality, computer animation, as well as students on digital media courses, and even mathematics courses.

Geometric Algebra for Computer Graphics
  • Language: en
  • Pages: 268

Geometric Algebra for Computer Graphics

Geometric algebra (a Clifford Algebra) has been applied to different branches of physics for a long time but is now being adopted by the computer graphics community and is providing exciting new ways of solving 3D geometric problems. The author tackles this complex subject with inimitable style, and provides an accessible and very readable introduction. The book is filled with lots of clear examples and is very well illustrated. Introductory chapters look at algebraic axioms, vector algebra and geometric conventions and the book closes with a chapter on how the algebra is applied to computer graphics.

Foundation Mathematics for Computer Science
  • Language: en
  • Pages: 341

Foundation Mathematics for Computer Science

  • Type: Book
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  • Published: 2015-07-27
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  • Publisher: Springer

John Vince describes a range of mathematical topics to provide a foundation for an undergraduate course in computer science, starting with a review of number systems and their relevance to digital computers, and finishing with differential and integral calculus. Readers will find that the author's visual approach will greatly improve their understanding as to why certain mathematical structures exist, together with how they are used in real-world applications. Each chapter includes full-colour illustrations to clarify the mathematical descriptions, and in some cases, equations are also coloured to reveal vital algebraic patterns. The numerous worked examples will consolidate comprehension of...

Calculus for Computer Graphics
  • Language: en
  • Pages: 306

Calculus for Computer Graphics

  • Type: Book
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  • Published: 2019-03-12
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  • Publisher: Springer

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. 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 introduce...

Introduction to Virtual Reality
  • Language: en
  • Pages: 192

Introduction to Virtual Reality

During the last decade the word virtual became one of the most exposed words in the English language. Today we have virtual universities, virtual offices, virtual pets, virtual actors, virtual museums, virtual doctors - and all because of virtual reality. So what is virtual reality? Essentially, virtual reality is about the navigation and manipulation of 3D computer-generated scenes. Navigation lets us move around and explore features of a 3D scene (a building for example), and once inside that virtual building, it is possible to interact with objects such as chairs and cups by picking them up or moving them. Virtual Reality is moving very quickly and there are an ever-increasing number of people wanting to know more about this exciting subject. Introduction to Virtual Reality explains what VR is about, without going into the underlying mathematical techniques. Key topics are: The origins of VR; how VR works; how VR is being used. After reading this book you will have a far better understanding of the impact of virtual reality on our everyday lives.

Vector Analysis for Computer Graphics
  • Language: en
  • Pages: 260

Vector Analysis for Computer Graphics

This book is a complete introduction to vector analysis, especially within the context of computer graphics. The author shows why vectors are useful and how it is possible to develop analytical skills in manipulating vector algebra. Even though vector analysis is a relatively recent development in the history of mathematics, it has become a powerful and central tool in describing and solving a wide range of geometric problems. The book is divided into eleven chapters covering the mathematical foundations of vector algebra and its application to, among others, lines, planes, intersections, rotating vectors, and vector differentiation.

Geometry for Computer Graphics
  • Language: en
  • Pages: 376

Geometry for Computer Graphics

A complete overview of the geometry associated with computer graphics that provides everything a reader needs to understand the topic. Includes a summary hundreds of formulae used to solve 2D and 3D geometric problems; worked examples; proofs; mathematical strategies for solving geometric problems; a glossary of terms used in geometry.

Matrix Transforms for Computer Games and Animation
  • Language: en
  • Pages: 170

Matrix Transforms for Computer Games and Animation

Matrix transforms are ubiquitous within the world of computer graphics, where they have become an invaluable tool in a programmer’s toolkit for solving everything from 2D image scaling to 3D rotation about an arbitrary axis. Virtually every software system and hardware graphics processor uses matrices to undertake operations such as scaling, translation, reflection and rotation. Nevertheless, for some newcomers to the world of computer games and animation, matrix notation can appear obscure and challenging. Matrices and determinants were originally used to solve groups of simultaneous linear equations, and were subsequently embraced by the computer graphics community to describe the geomet...

Manifesto
  • Language: en
  • Pages: 267

Manifesto

  • Type: Book
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  • Published: 2020-11-26
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  • Publisher: Random House

"Revealing, inspiring and funny. This book is a joy to romp through, which is good, because its final chapter is the important truth we all need to hear and understand if we are to survive this mess we've made" - Chris Packham "I found Manifesto enthralling, thought-provoking and I learnt so much from it. Nor had I any idea that we had our own Archimedes living in The Cotswolds." - Jilly Cooper How one maverick entrepreneur took on UK energy... and won. Dale Vince never intended to start a business. Driven by a passion for sustainability, he left school aged 15 and became a New Age traveller, living for free in a wind-powered double decker bus. But after building his first wind turbine, he r...

Quaternions for Computer Graphics
  • Language: en
  • Pages: 188

Quaternions for Computer Graphics

If you have ever wondered what quaternions are — then look no further, John Vince will show you how simple and useful they are. This 2nd edition has been completely revised and includes extra detail on the invention of quaternions, a complete review of the text and equations, all figures are in colour, extra worked examples, an expanded index, and a bibliography arranged for each chapter. Quaternions for Computer Graphics includes chapters on number sets and algebra, imaginary and complex numbers, the complex plane, rotation transforms, and a comprehensive description of quaternions in the context of rotation. The book will appeal to students of computer graphics, computer science and math...