Mathematics for Computer Graphics and Game Programming : A Self-Teaching Introduction by G. Awari, D. P. Kothari, A. Bhende and D. Shrimankar (2019, Trade Paperback)
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About this product
Product Identifiers
PublisherMercury Learning & Information
ISBN-101683923561
ISBN-139781683923565
eBay Product ID (ePID)4038470670
Product Key Features
Number of Pages400 Pages
LanguageEnglish
Publication NameMathematics for Computer Graphics and Game Programming : a Self-Teaching Introduction
Publication Year2019
SubjectProgramming / Games, Programming / General, Computer Graphics
TypeTextbook
Subject AreaComputers
AuthorG. Awari, D. P. Kothari, A. Bhende, D. Shrimankar
FormatTrade Paperback
Dimensions
Item Weight22.4 Oz
Item Length9 in
Item Width7 in
Additional Product Features
Intended AudienceScholarly & Professional
LCCN2018-964987
Grade FromCollege Graduate Student
IllustratedYes
Grade ToCollege Graduate Student
Table Of ContentIntroduction 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
SynopsisDesigned 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.