Calculus for Computer Graphics
暫譯: 電腦圖形學的微積分
Vince, John
- 出版商: Springer
- 出版日期: 2019-03-21
- 售價: $2,490
- 貴賓價: 9.5 折 $2,366
- 語言: 英文
- 頁數: 303
- 裝訂: Quality Paper - also called trade paper
- ISBN: 3030113752
- ISBN-13: 9783030113759
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相關分類:
微積分 Calculus、Computer Graphics
海外代購書籍(需單獨結帳)
商品描述
Students studying different branches of computer graphics 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.
In this 2nd edition, the author extends the scope of the original book to include applications of calculus in the areas of arc-length parameterisation of curves, geometric continuity, tangent and normal vectors, and curvature. 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 and seventy colour illustrations.
This book 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 graphics, games and animation.
商品描述(中文翻譯)
學習不同計算機圖形學分支的學生必須熟悉幾何、矩陣、向量、旋轉變換、四元數、曲線和表面。隨著計算機圖形學軟體變得越來越複雜,微積分也被用來解決相關的問題。
在這第二版中,作者擴展了原書的範疇,涵蓋了微積分在曲線的弧長參數化、幾何連續性、切向量和法向量以及曲率等領域的應用。作者利用他在本科生數學教學中的經驗,使微積分看起來不比其他數學分支更具挑戰性。他通過檢視函數如何依賴於其自變量來引入這個主題,然後推導出適當的數學基礎和定義。這導致了函數的導數及其反導數或積分。利用極限的概念,讀者將接觸到許多常見函數的導數和積分。其他章節則探討高階導數、偏導數、雅可比行列式、基於向量的函數、單重、雙重和三重積分,並提供了大量的實例和超過一百七十幅彩色插圖。
本書補充了作者關於計算機圖形學的其他數學書籍,並假設讀者熟悉日常代數、三角學、向量和行列式。學習完本書後,讀者應該能夠理解微積分及其在計算機圖形學、遊戲和動畫世界中的應用。
作者簡介
Professor John Vince began working in computer graphics at Middlesex Polytechnic in 1968. His research activities centered on computer animation software and resulted in the PICASO and PRISM animation systems. Whilst at Middlesex, he designed the UK's first MSc course in Computer Graphics and developed a popular program of short courses in computer animation for television designers. In 1986 he joined Rediffusion Simulation as a Research Consultant and worked on the development of real-time computer systems for commercial flight simulators. In 1992 he was appointed Chief Scientist of Thomson Training Simulation Ltd. In 1995 he was appointed Professor of Digital Media at the National Centre for Computer Animation at Bournemouth University and in 1999 he was made Head of Academic Group for Computer Animation. He was awarded a DSc by Brunel University in recognition of his work in computer graphics. He has written and edited over 40 books on computer graphics, computer animation and virtual reality, including the following Springer titles:
- Mathematics for Computer Graphics (2014)
- Calculus for Computer Graphics (2013)
- Matrix Transforms for Computer Games and Animation (2012)
- Expanding the Frontiers of Visual Analytics and Visualization (2012)- Quaternions for Computer Graphics (2011)
- Rotation Transforms for Computer Graphics (2011)
作者簡介(中文翻譯)
約翰·文斯教授於1968年在米德爾塞克斯理工學院開始從事電腦圖形學的工作。他的研究活動集中在電腦動畫軟體上,並導致了PICASO和PRISM動畫系統的誕生。在米德爾塞克斯期間,他設計了英國首個電腦圖形碩士課程,並為電視設計師開發了一系列受歡迎的電腦動畫短期課程。1986年,他加入Rediffusion Simulation擔任研究顧問,並參與商業飛行模擬器的即時電腦系統開發。1992年,他被任命為Thomson Training Simulation Ltd.的首席科學家。1995年,他被任命為伯恩茅斯大學電腦動畫國家中心的數位媒體教授,並於1999年成為電腦動畫學術小組的負責人。由於他在電腦圖形學方面的貢獻,他獲得了布魯內爾大學的科學博士學位。他撰寫和編輯了超過40本有關電腦圖形、電腦動畫和虛擬實境的書籍,包括以下Springer出版的書籍:
- 電腦圖形學的數學 (2014)
- 電腦圖形學的微積分 (2013)
- 電腦遊戲和動畫的矩陣變換 (2012)
- 擴展視覺分析和可視化的前沿 (2012)
- 電腦圖形學的四元數 (2011)
- 電腦圖形學的旋轉變換 (2011)