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Author | David F. Rogers | |

ISBN-10 | 0070535302 | |

Release | 1990 | |

Pages | 611 | |

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This text is ideal for junior-, senior-, and graduate-level courses in computer graphics and computer-aided design taught in departments of mechanical and aeronautical engineering and computer science. It presents in a unified manner an introduction to the mathematical theory underlying computer graphic applications. It covers topics of keen interest to students in engineering and computer science: transformations, projections, 2-D and 3-D curve definition schemes, and surface definitions. It also includes techniques, such as B-splines, which are incorporated as part of the software in advanced engineering workstations. A basic knowledge of vector and matrix algebra and calculus is required. |

Author | David F. Rogers | |

ISBN-10 | UOM:39015000494925 | |

Release | 1976 | |

Pages | 239 | |

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This text is ideal for junior-, senior-, and graduate-level courses in computer graphics and computer-aided design taught in departments of mechanical and aeronautical engineering and computer science. It presents in a unified manner an introduction to the mathematical theory underlying computer graphic applications. It covers topics of keen interest to students in engineering and computer science: transformations, projections, 2-D and 3-D curve definition schemes, and surface definitions. It also includes techniques, such as B-splines, which are incorporated as part of the software in advanced engineering workstations. A basic knowledge of vector and matrix algebra and calculus is required. |

Author | David F. Rogers | |

ISBN-10 | 0071002898 | |

Release | 1990 | |

Pages | 611 | |

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Mathematical Elements for Computer Graphics has been writing in one form or another for most of life. You can find so many inspiration from Mathematical Elements for Computer Graphics also informative, and entertaining. Click DOWNLOAD or Read Online button to get full Mathematical Elements for Computer Graphics book for free. |

Author | David F. Rogers | |

ISBN-10 | 1558606696 | |

Release | 2001 | |

Pages | 324 | |

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NURBS (Non-uniform Rational B-Splines) are the computer graphics industry standard for curve and surface description. They are now incorporated into all standard computer-aided design and drafting programs (for instance, Autocad). They are also extensively used in all aspects of computer graphics including much of the modeling used for special effects in film and animation, consumer products, robot control, and automobile and aircraft design. So, the topic is particularly important at this time because NURBS are really at the peak of interest as applied to computer graphics and CAD of all kind. |

Author | S. P. Mudur | |

ISBN-10 | OCLC:803363326 | |

Release | 1985 | |

Pages | 80 | |

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Mathematical Elements for Computer Graphics has been writing in one form or another for most of life. You can find so many inspiration from Mathematical Elements for Computer Graphics also informative, and entertaining. Click DOWNLOAD or Read Online button to get full Mathematical Elements for Computer Graphics book for free. |

Author | John Vince | |

ISBN-10 | 9781447173366 | |

Release | 2017-08-28 | |

Pages | 505 | |

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John Vince explains a wide range of mathematical techniques and problem-solving strategies associated with computer games, computer animation, virtual reality, CAD and other areas of computer graphics in this completely revised and expanded fifth edition. The first five chapters cover a general introduction, number sets, algebra, trigonometry and coordinate systems, which are employed in the following chapters on vectors, matrix algebra, transforms, interpolation, curves and patches, analytic geometry and barycentric coordinates. Following this, the reader is introduced to the relatively new topic of geometric algebra, followed by two chapters that introduce differential and integral calculus. Finally, there is a chapter on worked examples. Mathematics for Computer Graphics covers all of the key areas of the subject, including: · Number sets · Algebra · Trigonometry · Coordinate systems · Determinants · Vectors · Quaternions · Matrix algebra · Geometric transforms · Interpolation · Curves and surfaces · Analytic geometry · Barycentric coordinates · Geometric algebra · Differential calculus · Integral calculus This fifth edition contains over 120 worked examples and over 320 colour illustrations, which are central to the author’s descriptive writing style. Mathematics for Computer Graphics provides a sound understanding of the mathematics required for computer graphics, giving a fascinating insight into the design of computer graphics software and setting the scene for further reading of more advanced books and technical research papers. |

Author | Peter Comninos | |

ISBN-10 | 1846282926 | |

Release | 2010-04-06 | |

Pages | 548 | |

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Provides a comprehensive and detailed coverage of the fundamentals of programming techniques for computer graphics Uses lots of code examples, encouraging the reader to explore and experiment with data and computer programs (in the C programming language) |

Author | Luiz Velho | |

ISBN-10 | 008087858X | |

Release | 2011-08-09 | |

Pages | 304 | |

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Mathematical optimization is used in nearly all computer graphics applications, from computer vision to animation. This book teaches readers the core set of techniques that every computer graphics professional should understand in order to envision and expand the boundaries of what is possible in their work. Study of this authoritative reference will help readers develop a very powerful tool- the ability to create and decipher mathematical models that can better realize solutions to even the toughest problems confronting computer graphics community today. *Distills down a vast and complex world of information on optimization into one short, self-contained volume especially for computer graphics *Helps CG professionals identify the best technique for solving particular problems quickly, by categorizing the most effective algorithms by application *Keeps readers current by supplementing the focus on key, classic methods with special end-of-chapter sections on cutting-edge developments |

Author | Samuel R. Buss | |

ISBN-10 | 9781139440387 | |

Release | 2003-05-19 | |

Pages | ||

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This textbook, first published in 2003, emphasises the fundamentals and the mathematics underlying computer graphics. The minimal prerequisites, a basic knowledge of calculus and vectors plus some programming experience in C or C++, make the book suitable for self study or for use as an advanced undergraduate or introductory graduate text. The author gives a thorough treatment of transformations and viewing, lighting and shading models, interpolation and averaging, Bézier curves and B-splines, ray tracing and radiosity, and intersection testing with rays. Additional topics, covered in less depth, include texture mapping and colour theory. The book covers some aspects of animation, including quaternions, orientation, and inverse kinematics, and includes source code for a Ray Tracing software package. The book is intended for use along with any OpenGL programming book, but the crucial features of OpenGL are briefly covered to help readers get up to speed. Accompanying software is available freely from the book's web site. |

Author | Steven J. Janke | |

ISBN-10 | 9781118712191 | |

Release | 2014-11-03 | |

Pages | 408 | |

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"This book is for readers who wish to understand the mathematical tools that are necessary to produce three-dimensional models and the resulting screen images. Written by an academic with over 20 years of teaching experience, the intent of the book is to show relevant and focused mathematical derivations that help students understand computer graphics. Intuitive, rather than just theorem/proof discussions set the tone for the presentation. Some algebra, high-school geometry, and trigonometry are presumed for adequate comprehension. Notions of why results are important give the reader a sense of ownership and application. Chapters are written in a two-tiered style so as to allow for flexibility in the level of mathematics desired. Two- and three-dimensional vector geometry is covered using transforms, curves, and surfaces. More focused graphics topics like perspective with the accompanying projective geometry, polyhedral as building blocks for objects, and ray retracing help pull the vector technique together. An assortment of other topics helps round-out the discussion. These include noise, randomness, and L-systems. Plentiful exercises are showcased throughout. An author-maintained web site includes further computer programming notes and solutions to selected exercises"-- |

Author | Patricia A. Egerton | |

ISBN-10 | UOM:39015040169693 | |

Release | 1998 | |

Pages | 329 | |

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Computer Graphics - First Mathematical Steps will help students to master basic Computer Graphics and the mathematical concepts which underlie this subject. They will be led to develop their own skills, and appreciate Computer Graphics techniques in both two and three dimensions. The presentation of the text is methodical, systematic and gently paced - everything translates into numbers and simple ideas. Sometimes students experience difficulty in understanding some of the mathematics in standard Computer Graphics books; this book can serve as a good introduction to more advanced texts. It starts from first principles and is sympathetically written for those with a limited mathematical background. Computer Graphics - First Mathematical Steps is suitable for supporting undergraduate programmes in Computers and also the newer areas of Computer Graphics and Visualization. It is appropriate for post-graduate conversion courses which develop expertise in Computer Graphics and CAD. It can also be used for enrichment topics for high-flying pre-college students, and for refresher/enhancement courses for computer graphics technicians. |

Author | Steve Marschner | |

ISBN-10 | 9781498785907 | |

Release | 2016-04-08 | |

Pages | 734 | |

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Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fourth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts. Highlights of the Fourth Edition Include: Updated coverage of existing topics Major updates and improvements to several chapters, including texture mapping, graphics hardware, signal processing, and data structures A text now printed entirely in four-color to enhance illustrative figures of concepts The fourth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web designs. |

Author | Alexandre Hardy | |

ISBN-10 | 9789812791023 | |

Release | 2008 | |

Pages | 475 | |

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Presents introductory and advanced topics in the field of computer graphics with mathematical descriptions and derivations. This book offers a balance of theory, applications, and code, and derives the underlying numerical methods and algorithms. It contains the classes in C# necessary for computer graphics, and offers an explanation of the code. |

Author | David F. Rogers | |

ISBN-10 | 0387972374 | |

Release | 2001-10-31 | |

Pages | 542 | |

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In the third paper in this chapter, Mike Pratt provides an historical intro duction to solid modeling. He presents the development of the three most freqently used techniques: cellular subdivision, constructive solid modeling and boundary representation. Although each of these techniques devel oped more or less independently, today the designer's needs dictate that a successful system allows access to all of these methods. For example, sculptured surfaces are generally represented using a boundary represen tation. However, the design of a complex vehicle generally dictates that a sculptured surface representation is most efficient for the 'skin' while constructive solid geometry representation is most efficent for the inter nal mechanism. Pratt also discusses the emerging concept of design by 'feature line'. Finally, he addresses the very important problem of data exchange between solid modeling systems and the progress that is being made towards developing an international standard. With the advent of reasonably low cost scientific workstations with rea sonable to outstanding graphics capabilities, scientists and engineers are increasingly turning to computer analysis for answers to fundamental ques tions and to computer graphics for present~tion of those answers. Although the current crop of workstations exhibit quite impressive computational ca pability, they are still not capable of solving many problems in a reasonable time frame, e. g. , executing computational fluid dynamics and finite element codes or generating complex ray traced or radiosity based images. In the sixth chapter Mike Muuss of the U. S. |

Author | Tim Chartier | |

ISBN-10 | 9780883856499 | |

Release | 2015-01-07 | |

Pages | 136 | |

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From simulating complex phenomenon on supercomputers to storing the coordinates needed in modern 3D printing, data is a huge and growing part of our world. A major tool to manipulate and study this data is linear algebra. When Life is Linear introduces concepts of matrix algebra with an emphasis on application, particularly in the fields of computer graphics and data mining. Readers will learn to make an image transparent, compress an image and rotate a 3D wireframe model. In data mining, readers will use linear algebra to read zip codes on envelopes and encrypt sensitive information. Chartier details methods behind web search, utilized by such companies as Google, and algorithms for sports ranking which have been applied to creating brackets for March Madness and predict outcomes in FIFA World Cup soccer. The book can serve as its own resource or to supplement a course on linear algebra. |

Author | David F. Rogers | |

ISBN-10 | 0387972374 | |

Release | 2001-10-31 | |

Pages | 542 | |

Download Link | Click Here |

In the third paper in this chapter, Mike Pratt provides an historical intro duction to solid modeling. He presents the development of the three most freqently used techniques: cellular subdivision, constructive solid modeling and boundary representation. Although each of these techniques devel oped more or less independently, today the designer's needs dictate that a successful system allows access to all of these methods. For example, sculptured surfaces are generally represented using a boundary represen tation. However, the design of a complex vehicle generally dictates that a sculptured surface representation is most efficient for the 'skin' while constructive solid geometry representation is most efficent for the inter nal mechanism. Pratt also discusses the emerging concept of design by 'feature line'. Finally, he addresses the very important problem of data exchange between solid modeling systems and the progress that is being made towards developing an international standard. With the advent of reasonably low cost scientific workstations with rea sonable to outstanding graphics capabilities, scientists and engineers are increasingly turning to computer analysis for answers to fundamental ques tions and to computer graphics for present~tion of those answers. Although the current crop of workstations exhibit quite impressive computational ca pability, they are still not capable of solving many problems in a reasonable time frame, e. g. , executing computational fluid dynamics and finite element codes or generating complex ray traced or radiosity based images. In the sixth chapter Mike Muuss of the U. S. |

Author | Michael E. Mortenson | |

ISBN-10 | 083113111X | |

Release | 1999-01-01 | |

Pages | 354 | |

Download Link | Click Here |

This completely revised Second Edition of "Computer Graphics" includes valuable information on major organizational changes within the last few years. This edition brings to the fore the basic mathematical tools of computer graphics, including vectors, matrices, and transformations. Additionally, it provides a strong, comprehensive base in exploring math, computer science, physics, engineering, and in special subjects such as algebraic and computational geometry, geometric modeling, and CAD/CAM. A highly diversified book that can be utilized as a primary textbook, supplemental teaching resource, individual tutorial, or key reference text. Includes new chapters on symmetry, limit and continuity, constructive solid geometry, and the Bezier curve. Provides many new figures and exercises. Contains an annotated suggested reading list with exercises and answers in each chapter. Appeals to both academics and professionals. Offers a new solutions manual for instructors. |