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Matrix Transforms for Computer Games and Animation

Matrix Transforms for Computer Games and Animation
Author: John Vince
Publisher: Springer Science & Business Media
Total Pages: 170
Release: 2012-06-26
Genre: Computers
ISBN: 1447143213

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Matrix transforms are ubiquitous within the world of computer graphics, where they have become an invaluable tool in a programmer’s toolkit for solving everything from 2D image scaling to 3D rotation about an arbitrary axis. Virtually every software system and hardware graphics processor uses matrices to undertake operations such as scaling, translation, reflection and rotation. Nevertheless, for some newcomers to the world of computer games and animation, matrix notation can appear obscure and challenging. Matrices and determinants were originally used to solve groups of simultaneous linear equations, and were subsequently embraced by the computer graphics community to describe the geometric operations for manipulating two- and three-dimensional structures. Consequently, to place matrix notation within an historical context, the author provides readers with some useful background to their development, alongside determinants. Although it is assumed that the reader is familiar with everyday algebra and the solution of simultaneous linear equations, Matrix Transforms for Computer Games and Animation does not expect any prior knowledge of matrix notation. It includes chapters on matrix notation, determinants, matrices, 2D transforms, 3D transforms and quaternions, and includes many worked examples to illustrate their practical use.


Quaternions for Computer Graphics

Quaternions for Computer Graphics
Author: John Vince
Publisher: Springer Nature
Total Pages: 188
Release: 2021-09-02
Genre: Computers
ISBN: 1447175093

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If you have ever wondered what quaternions are — then look no further, John Vince will show you how simple and useful they are. This 2nd edition has been completely revised and includes extra detail on the invention of quaternions, a complete review of the text and equations, all figures are in colour, extra worked examples, an expanded index, and a bibliography arranged for each chapter. Quaternions for Computer Graphics includes chapters on number sets and algebra, imaginary and complex numbers, the complex plane, rotation transforms, and a comprehensive description of quaternions in the context of rotation. The book will appeal to students of computer graphics, computer science and mathematics, as well as programmers, researchers, academics and professional practitioners interested in learning about quaternions. John Vince explains in an easy-to-understand language, with the aid of useful figures, how quaternions emerged, gave birth to modern vector analysis, disappeared, and reemerged to be adopted by the flight simulation industry and computer graphics. This book will give you the confidence to use quaternions within your every-day mathematics, and explore more advanced texts.


Handbook of Digital Image Synthesis

Handbook of Digital Image Synthesis
Author: Vincent Pegoraro
Publisher: CRC Press
Total Pages: 880
Release: 2016-12-12
Genre: Computers
ISBN: 1315395215

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The Handbook of Digital Image Synthesis is the most up-to-date reference guide in the rapidly developing field of computer graphics. A wide range of topics, such as, applied mathematics, data structures, and optical perception and imaging help to provide a well-rounded view of the necessary formulas for computer rendering. In addition to this diverse approach, the presentation of the material is substantiated by numerous figures and computer-generated images. From basic principles to advanced theories, this book, provides the reader with a strong foundation of computer formulas and rendering through a step-by-step process. . Key Features: Provides unified coverage of the broad range of fundamental topics in rendering Gives in-depth treatment of the basic and advanced concepts in each topic Presents a step-by-step derivation of the theoretical results needed for implementation Illustrates the concepts with numerous figures and computer-generated images Illustrates the core algorithms using platform-independent pseudo-code


Mathematics for Computer Graphics

Mathematics for Computer Graphics
Author: John Vince
Publisher: Springer Science & Business Media
Total Pages: 251
Release: 2005-12-19
Genre: Computers
ISBN: 1846282837

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This is a concise and informal introductory book on the mathematical concepts that underpin computer graphics. The author, John Vince, makes the concepts easy to understand, enabling non-experts to come to terms with computer animation work. The book complements the author's other works and is written in the same accessible and easy-to-read style. It is also a useful reference book for programmers working in the field of computer graphics, virtual reality, computer animation, as well as students on digital media courses, and even mathematics courses.


The Matrix Trilogy

The Matrix Trilogy
Author: Stacy Gillis
Publisher: Wallflower Press
Total Pages: 212
Release: 2005
Genre: Fiction
ISBN: 9781904764328

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This is a collection of essays on the films as well as the websites, games and The Animatrix video and DVD. Among the topics discussed are the new cyberpunk, Baudrillarian simulacra and simulation, gender, race and costume, cyberculture and the body, virtual realities and special effects.


Imaginary Mathematics for Computer Science

Imaginary Mathematics for Computer Science
Author: John Vince
Publisher: Springer
Total Pages: 309
Release: 2018-08-16
Genre: Computers
ISBN: 3319946374

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The imaginary unit i = √-1 has been used by mathematicians for nearly five-hundred years, during which time its physical meaning has been a constant challenge. Unfortunately, René Descartes referred to it as “imaginary”, and the use of the term “complex number” compounded the unnecessary mystery associated with this amazing object. Today, i = √-1 has found its way into virtually every branch of mathematics, and is widely employed in physics and science, from solving problems in electrical engineering to quantum field theory. John Vince describes the evolution of the imaginary unit from the roots of quadratic and cubic equations, Hamilton’s quaternions, Cayley’s octonions, to Grassmann’s geometric algebra. In spite of the aura of mystery that surrounds the subject, John Vince makes the subject accessible and very readable. The first two chapters cover the imaginary unit and its integration with real numbers. Chapter 3 describes how complex numbers work with matrices, and shows how to compute complex eigenvalues and eigenvectors. Chapters 4 and 5 cover Hamilton’s invention of quaternions, and Cayley’s development of octonions, respectively. Chapter 6 provides a brief introduction to geometric algebra, which possesses many of the imaginary qualities of quaternions, but works in space of any dimension. The second half of the book is devoted to applications of complex numbers, quaternions and geometric algebra. John Vince explains how complex numbers simplify trigonometric identities, wave combinations and phase differences in circuit analysis, and how geometric algebra resolves geometric problems, and quaternions rotate 3D vectors. There are two short chapters on the Riemann hypothesis and the Mandelbrot set, both of which use complex numbers. The last chapter references the role of complex numbers in quantum mechanics, and ends with Schrödinger’s famous wave equation. Filled with lots of clear examples and useful illustrations, this compact book provides an excellent introduction to imaginary mathematics for computer science.


3D Math Primer for Graphics and Game Development, 2nd Edition

3D Math Primer for Graphics and Game Development, 2nd Edition
Author: Fletcher Dunn
Publisher: CRC Press
Total Pages: 848
Release: 2011-11-02
Genre: Computers
ISBN: 1568817231

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This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.


Mathematics for Computer Graphics

Mathematics for Computer Graphics
Author: John Vince
Publisher: Springer
Total Pages: 512
Release: 2017-08-28
Genre: Computers
ISBN: 1447173368

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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 completely revised and expanded fifth edition. The first five chapters cover a general introduction, number sets, algebra, trigonometry and coordinate systems, which are employed in the following chapters on vectors, matrix algebra, transforms, interpolation, curves and patches, analytic geometry and barycentric coordinates. Following this, the reader is introduced to the relatively new topic of geometric algebra, followed by two chapters that introduce differential and integral calculus. Finally, there is a chapter on worked examples. Mathematics for Computer Graphics covers all of the key areas of the subject, including: · Number sets · Algebra · Trigonometry · Coordinate systems · Determinants · Vectors · Quaternions · Matrix algebra · Geometric transforms · Interpolation · Curves and surfaces · Analytic geometry · Barycentric coordinates · Geometric algebra · Differential calculus · Integral calculus This fifth edition contains over 120 worked examples and over 320 colour 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.


Calculus for Computer Graphics

Calculus for Computer Graphics
Author: John Vince
Publisher: Springer Nature
Total Pages: 387
Release: 2023-04-18
Genre: Computers
ISBN: 3031281179

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Students studying different branches of computer graphics need 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 3rd edition, the author extends the scope of the original book to include vector differential operators and differential equations and 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 almost two hundred 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.


Foundation Mathematics for Computer Science

Foundation Mathematics for Computer Science
Author: John Vince
Publisher: Springer Nature
Total Pages: 416
Release: 2020-03-17
Genre: Computers
ISBN: 3030420787

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In this second edition of Foundation Mathematics for Computer Science, John Vince has reviewed and edited the original book and written new chapters on combinatorics, probability, modular arithmetic and complex numbers. These subjects complement the existing chapters on number systems, algebra, logic, trigonometry, coordinate systems, determinants, vectors, matrices, geometric matrix transforms, differential and integral calculus. During this journey, the author touches upon more esoteric topics such as quaternions, octonions, Grassmann algebra, Barrycentric coordinates, transfinite sets and prime numbers. John Vince describes a range of mathematical topics to provide a solid foundation for an undergraduate course in computer science, starting with a review of number systems and their relevance to digital computers, and finishing with differential and integral calculus. Readers will find that the author’s visual approach will greatly improve their understanding as to why certain mathematical structures exist, together with how they are used in real-world applications. This second edition includes new, full-colour illustrations to clarify the mathematical descriptions, and in some cases, equations are also coloured to reveal vital algebraic patterns. The numerous worked examples will help consolidate the understanding of abstract mathematical concepts. Whether you intend to pursue a career in programming, scientific visualisation, artificial intelligence, systems design, or real-time computing, you should find the author’s literary style refreshingly lucid and engaging, and prepare you for more advanced texts.