Mathematics for Computer Graphics and Game Programming: A Self-Teaching Introduction

Mathematics for Computer Graphics and Game Programming: A Self-Teaching Introduction

Mathematics for Computer Graphics and Game Programming: A Self-Teaching Introduction

Mathematics for Computer Graphics and Game Programming: A Self-Teaching Introduction

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Overview

Designed to explain the mathematical concepts involved in computer graphics and its entities, this book is ideal for courses in computer graphics, engineering, game development, as well as for professionals in industry. It begins with simple concepts such as how an image is generated on the screen and then moves to cover the different algorithms for the generation of simple geometry on the screen. The following chapters include two-dimensional and three-dimensional transformations, parametric representation of planar curves and parametric representation of space curves such as cubic splines, Bezier curves, etc. In addition to programming in C, OpenGL, and several other topics, it includes a final chapter on the methods of generating 3D models.

Product Details

ISBN-13: 9781683923565
Publisher: Mercury Learning and Information
Publication date: 01/22/2019
Pages: 400
Product dimensions: 7.00(w) x 9.00(h) x (d)

Table of Contents

Introduction to Computer Graphics
Vector Representation of Geometric Entities
Two-dimensional Transformation
Three-dimensional Transformation
Parametric Representation of Planar Curves
Parametric Representation of Space Curves
Parametric Representation of Surfaces
Windowing and Clipping
Generation of 3D Models
Projections
Graphics Programs in the C Language
OpenGL with Computer Graphics
Programming Graphics Using OpenGL.
Appendices
Index
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