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Mathematics for Computer Graphics and Game Programming. Master the science of computer graphics, from vector representation to advanced OpenGL programming

Język publikacji: 1
Mathematics for Computer Graphics and Game Programming. Master the science of computer graphics, from vector representation to advanced OpenGL programming Mercury Learning and Information, D. P. Kothari, G. Awari, D. Shrimankar, A. Bhende - okladka książki

Mathematics for Computer Graphics and Game Programming. Master the science of computer graphics, from vector representation to advanced OpenGL programming Mercury Learning and Information, D. P. Kothari, G. Awari, D. Shrimankar, A. Bhende - okladka książki

Serie wydawnicze:
Learning
Ocena:
Bądź pierwszym, który oceni tę książkę
Stron:
412
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This book explains the mathematical concepts in computer graphics, ideal for courses in graphics, engineering, game development, and industry professionals. It starts with how images are generated on screens and covers algorithms for creating simple geometry. The book progresses through two-dimensional and three-dimensional transformations, parametric representation of planar and space curves like cubic splines and Bezier curves. It also includes programming in C, OpenGL, and methods for generating 3D models.
The course begins with an introduction to computer graphics and vector representation of geometric entities. It then covers 2D and 3D transformations, parametric representation of curves and surfaces, windowing and clipping, and generating 3D models. The final chapters focus on projections and programming graphics using C and OpenGL.
Understanding these concepts is crucial for mastering computer graphics. This book transitions readers from basic concepts to advanced techniques, blending theoretical knowledge with practical skills. It is an essential resource for mastering the mathematical foundations and programming techniques in computer graphics.

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O autorze książki

MERCURY LEARNING and INFORMATION publishes content in the areas of science and medicine, technology and computing, engineering, and mathematics designed for the professional/reference, trade, library, higher education, career school, and online training markets.

Mercury Learning and Information, D. P. Kothari, G. Awari, D. Shrimankar, A. Bhende - pozostałe książki

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