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Mathematics for Computer Graphics

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John Vince explains a wide range of mathematical techniques and problem-solving strategies associated with computer games, computer animation, virtual reality, CAD and other areas of computer graphics in this updated and expanded fourth edition.

The first four chapters revise number sets, algebra, trigonometry and coordinate systems, which are employed in the following chapters on vectors, transforms, interpolation, 3D curves and patches, analytic geometry and barycentric coordinates. Following this, the reader is introduced to the relatively new topic of geometric algebra, and the last two chapters provide an introduction to differential and integral calculus, with an emphasis on geometry.

Mathematics for Computer Graphics covers all of the key areas of the subject, including:

Number sets Algebra Trigonometry Coordinate systems Transforms Quaternions Interpolation Curves and surfaces Analytic geometry Barycentric coordinates Geometric algebra Differential calculus Integral calculus

This fourth edition contains over 120 worked examples and over 270 illustrations, which are central to the author’s descriptive writing style. Mathematics for Computer Graphics provides a sound understanding of the mathematics required for computer graphics, giving a fascinating insight into the design of computer graphics software and setting the scene for further reading of more advanced books and technical research papers.

635 pages, Kindle Edition

First published September 1, 2005

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About the author

John A. Vince

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Displaying 1 - 3 of 3 reviews
Profile Image for Shaun Zhang.
45 reviews27 followers
June 13, 2017
Although the text is written for undergraduates, I recommend it only to senior high school students.
Profile Image for Alexandra.
60 reviews
March 30, 2025
It's a great book to review the fundamentals of mathematics that are required for computer graphics. Read partially.
Displaying 1 - 3 of 3 reviews

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