01813 2200193 4500245006800000020001800068250001000086100001500096650002100111650000700132650001000139005001900149260003200168041001200200084001000212300001400222500137400236336000901610 aCalculus for computer graphics second editioncJohn VincehText a9783030113766 aEd. 2 aJohn Vince aSistem Informasi aFT aebook a20231025094332 aSwitzerlandbSpringerc2019 aEnglish a006.6 a306 hlm : aStudents studying computer animation and computer games 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. 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 illustrations. Calculus for Computer Graphics 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 games and animation. atext01813 2200193 4500245006800000020001800068250001000086100001500096650002100111650000700132650001000139005001900149260003200168041001200200084001000212300001400222500137400236336000901610 aCalculus for computer graphics second editioncJohn VincehText a9783030113766 aEd. 2 aJohn Vince aSistem Informasi aFT aebook a20231025094332 aSwitzerlandbSpringerc2019 aEnglish a006.6 a306 hlm : aStudents studying computer animation and computer games 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. 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 illustrations. Calculus for Computer Graphics 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 games and animation. atext