چه کسانی این کتاب را می‌خوانند

دانشجوعلاقه‌مند یادگیری
کتابخوان حرفه‌ایلذت مطالعه
نویسندهالهام‌گیری

Mathematical Structures for Computer Graphics

Steven J. Janke

قیمت نهایی

۴۰٬۰۰۰ تومان۴۹٬۰۰۰ تومان۱۸٪ تخفیف
  • تخفیف زمان‌دار−۹٬۰۰۰ تومان

۹٬۰۰۰ تومان صرفه‌جویی نسبت به قیمت اصلی

نسخه اصلی و اورجینال

بلافاصله پس از خرید، فایل کتاب روی دستگاه شما آمادهٔ دانلود است.

تحویل فوری
پرداخت امن
ضمانت فایل
پشتیبانی

مشخصات کتاب

نویسنده
Steven J. Janke
سال انتشار
۲۰۱۴
فرمت
PDF
زبان
انگلیسی
حجم فایل
۳٫۲ مگابایت
شابک
9781118711989، 9781118712122، 9781118712191، 111871198X، 1118712129، 1118712196

دربارهٔ کتاب

**A comprehensive exploration of the mathematics behind the modeling and rendering of computer graphics scenes** __Mathematical Structures for Computer Graphics__ presents an accessible and intuitive approach to the mathematical ideas and techniques necessary for two- and three-dimensional computer graphics. Focusing on the significant mathematical results, the book establishes key algorithms used to build complex graphics scenes. Written for readers with various levels of mathematical background, the book develops a solid foundation for graphics techniques and fills in relevant graphics details often overlooked in the literature. Rather than use a rigid theorem/proof approach, the book provides a flexible discussion that moves from vector geometry through transformations, curve modeling, visibility, and lighting models. __Mathematical Structures for Computer Graphics__ also includes:* Numerous examples of two- and three-dimensional techniques along with numerical calculations * Plenty of mathematical and programming exercises in each chapter, which are designed particularly for graphics tasks * Additional details at the end of each chapter covering historical notes, further calculations, and connected concepts for readers who wish to delve deeper * Unique coverage of topics such as calculations with homogeneous coordinates, computational geometry for polygons, use of barycentric coordinates, various descriptions for curves, and L-system techniques for recursive images __Mathematical Structures for Computer Graphics__ is an excellent textbook for undergraduate courses in computer science, mathematics, and engineering, as well as an ideal reference for practicing engineers, researchers, and professionals in computer graphics fields. The book is also useful for those readers who wish to understand algorithms for producing their own interesting computer images. Machine generated contents note: Preface iii 1 Basics 1 1.1 Graphics Pipeline 2 1.2 Mathematical Descriptions 5 1.3 Position 6 1.4 Distance 9 1.5 Complements and Details 13 1.6 Exercises 17 2 Vector Algebra 21 2.1 Basic Vector Characteristics 22 2.2 Two Important Products 31 2.3 Complements and Details 42 2.4 Exercises 46 3 Vector Geometry 49 3.1 Lines & Planes 49 3.2 Distances 55 3.3 Angles 63 3.4 Intersections 65 3.5 Additional Key Applications 73 3.6 Homogeneous Coordinates 86 3.7 Complements and Details 90 3.8 Exercises 94 4 Transformations 99 4.1 Types of Transformations 100 4.2 Linear Transformations 101 4.3 Three dimensions 113 4.4 Affine Transformations 123 4.5 Complements and Details 134 4.6 Exercises 145 5 Orientation 149 5.1 Cartesian Coordinate Systems 151 5.2 Cameras 159 5.3 Other Coordinate Systems 182 5.4 Complements and Details 190 5.5 Exercises 193 6 Polygons & Polyhedra 197 6.1 Triangles 197 6.2 Polygons 213 6.3 Polyhedra 230 6.4 Complements and Details 245 6.5 Exercises 250 7 Curves & Surfaces 255 7.1 Curve Descriptions 256 7.2 Bezier Curves 268 7.3 B-Splines 278 7.4 NURBS 295 7.5 Surfaces 300 7.6 Complements and Details 311 7.7 Exercises 316 8 Visibility 321 8.1 Viewing 321 8.2 Perspective Transformation 323 8.3 Hidden Surfaces 333 8.4 Ray Tracing 344 8.5 Complements and Details 351 8.6 Exercises 356 9 Lighting 359 9.1 Color Coordinates 359 9.2 Elementary Lighting Models 364 9.3 Global Illumination 384 9.4 Textures 391 9.5 Complements and Details 403 9.6 Exercises 408 10 Other Paradigms 411 10.1 Pixels 412 10.2 Noise 421 10.3 L-Systems 435 10.4 Exercises 443 A Geometry & Trigonometry 447 A.1 Triangles 447 A.2 Angles 449 A.3 Trigonometric Functions 450 B Linear Algebra 455 B.1 Systems of Linear Equations 455 B.2 Matrix Properties 458 B.3 Vector Spaces 460 . "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. Plentxv, iful exercises are showcased throughout. An author-maintained web site includes further computer programming notes and solutions to selected exercises"-- "Explains the mathematical tools that are necessary to produce three-dimensional models and the resulting screen images. Demonstrates relevant and focused mathematical derivations that help students understand computer graphics"-- "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. Plentxv, iful exercises are showcased throughout. An author-maintained web site includes further computer programming notes and solutions to selected exercises"-- Provided by publisher "Explains the mathematical tools that are necessary to produce three-dimensional models and the resulting screen images. Demonstrates relevant and focused mathematical derivations that help students understand computer graphics"-- Provided by publisher

قیمت نهایی

۴۰٬۰۰۰ تومان