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| 003 | ES-MaUEC | ||
| 005 | 20230102122056.0 | ||
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| 020 | _a9781447175209 | ||
| 024 | 7 |
_a10.1007/978-1-4471-7520-9 _2doi |
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_aES-MaUEC _bspa _cES-MaUEC _dES-MaUEC |
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_aT385 _b2022 EB |
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| 100 | 1 |
_aVince, John _eautor _4aut _4http://id.loc.gov/vocabulary/relators/aut _9681498 _q(John A.) |
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| 245 | 1 | 0 |
_aMathematics for Computer Graphics _cby John Vince |
| 250 | _a6th ed. 2022. | ||
| 264 | 1 |
_aLondon _bSpringer International Publising _c2022 |
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| 300 |
_a1 recurso en línea (XXII, 564 páginas) _b301 ilustraciones, 300 ilustraciones a color |
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| 336 |
_atexto _btxt _2rdacontent |
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| 337 |
_aelectrónico _bc _2rdamedia |
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| 338 |
_arecurso electrónico _bcr _2rdacarrier |
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| 347 |
_aarchivo de texto _bPDF |
||
| 490 | 0 |
_aUndergraduate Topics in Computer Science _x2197-1781 |
|
| 505 | 0 | _aPreface -- Introduction -- Numbers -- Algebra -- Trigonometry -- Coordinate Systems -- Determinants -- Vectors -- Matrix Algebra -- Complex Numbers -- Geometric Transforms -- Quaternion Algebra -- Quaternions in Space -- Interpolation -- Curves and Patches -- Analytic Geometry -- Barycentric Coordinates -- Geometric Algebra -- Calculus: Derivatives -- Calculus: Integration -- Worked Examples -- Appendix A -- Appendix B -- Index. | |
| 520 | _aJohn Vince explains a comprehensive range of mathematical techniques and problem-solving strategies associated with computer games, computer animation, special effects, virtual reality, CAD and other areas of computer graphics in this completely revised and expanded sixth edition. The first five chapters cover a general introduction, number sets, algebra, trigonometry and coordinate systems, which are employed in the following chapters on determinants, vectors, matrix algebra, complex numbers, geometric transforms, quaternion algebra, quaternions in space, interpolation, curves and patches, analytical geometry and barycentric coordinates. Following this, the reader is introduced to the relatively new subject 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 Complex numbers Coordinate systems Determinants Vectors Quaternions Matrix algebra Geometric transforms Interpolation Curves and surfaces Analytic geometry Barycentric coordinates Geometric algebra Differential calculus Integral calculus This sixth edition contains approximately 150 worked examples and over 330 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 software and setting the scene for further reading of more advanced books and technical research papers. | ||
| 988 | _aSpringer_Computer_2022 | ||
| 650 | 7 |
_2embne _9141143 _aGráficos de ordenador _xMatemáticas |
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| 776 | 0 | 8 |
_iPrinted edition: _z9781447175193 |
| 776 | 0 | 8 |
_iPrinted edition: _z9781447175216 |
| 856 | 4 | 0 |
_uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-1-4471-7520-9 _zAcceso a este recurso digital (usuarios Universidad Europea de Madrid) |
| 942 |
_2lcc _cLE |
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| 998 |
_b11/2022 _dz _eIG _zSI |
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