Mathematics for Computer Graphics and Game Programming

A Self-Teaching Introduction

Paperback
January 2019
9781683923565
More details
  • Publisher
    Mercury Learning & Information
  • Published
    22nd January
  • ISBN 9781683923565
  • Language English
  • Pages 400 pp.
  • Size 7" x 9"
  • Request Exam Copy
$69.95
E-Book
January 2019
9781683923558
More details
  • Publisher
    Mercury Learning & Information
  • Published
    3rd January
  • ISBN 9781683923558
  • Language English
  • Pages 400 pp.
  • Size 7" x 9"
  • Request E-Exam Copy
$35.95
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January 2019
9781683923572
More details
  • Publisher
    Mercury Learning & Information
  • Published
    3rd January
  • ISBN 9781683923572
  • Language English
  • Pages 400 pp.
  • Size 7" x 9"
$149.95

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.

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

D. P. Kothari

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G. Awari

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D. Shrimankar

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A. Bhende

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