LEADER 03726nam 22006495 450 001 9910437598703321 005 20200629163720.0 010 $a1-4471-5466-5 024 7 $a10.1007/978-1-4471-5466-2 035 $a(CKB)3710000000015734 035 $a(EBL)1394843 035 $a(OCoLC)870244269 035 $a(SSID)ssj0000986816 035 $a(PQKBManifestationID)11633140 035 $a(PQKBTitleCode)TC0000986816 035 $a(PQKBWorkID)10957354 035 $a(PQKB)10062031 035 $a(DE-He213)978-1-4471-5466-2 035 $a(MiAaPQ)EBC6315590 035 $a(MiAaPQ)EBC1394843 035 $a(Au-PeEL)EBL1394843 035 $a(CaPaEBR)ebr10965982 035 $a(PPN)172418208 035 $a(EXLCZ)993710000000015734 100 $a20130827d2013 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aCalculus for Computer Graphics /$fby John Vince 205 $a1st ed. 2013. 210 1$aLondon :$cSpringer London :$cImprint: Springer,$d2013. 215 $a1 online resource (230 p.) 300 $aIncludes index. 311 $a1-4471-5465-7 327 $aPreface -- Introduction -- Functions -- Limits and Derivatives -- Derivatives and Antiderivatives -- Higher Derivatives -- Partial Derivatives -- Integral Calculus -- Area Under a Graph -- Arc Length -- Surface Area -- Volume -- Vector-Valued Functions -- Conclusion -- Appendices -- Index. 330 $aStudents studying computer animation and computer games 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. 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 illustrations. Calculus for Computer Graphics 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 games and animation. 606 $aComputer graphics 606 $aComputer science?Mathematics 606 $aComputer mathematics 606 $aComputer Graphics$3https://scigraph.springernature.com/ontologies/product-market-codes/I22013 606 $aMathematical Applications in Computer Science$3https://scigraph.springernature.com/ontologies/product-market-codes/M13110 615 0$aComputer graphics. 615 0$aComputer science?Mathematics. 615 0$aComputer mathematics. 615 14$aComputer Graphics. 615 24$aMathematical Applications in Computer Science. 676 $a006.60151 700 $aVince$b John$4aut$4http://id.loc.gov/vocabulary/relators/aut$0564065 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910437598703321 996 $aCalculus for Computer Graphics$92499602 997 $aUNINA