LEADER 03427nam 2200481 450 001 9910717426403321 005 20230613130036.0 010 $a9783031281174$b(electronic bk.) 010 $z9783031281167 024 7 $a10.1007/978-3-031-28117-4 035 $a(MiAaPQ)EBC7238896 035 $a(Au-PeEL)EBL7238896 035 $a(DE-He213)978-3-031-28117-4 035 $a(OCoLC)1377292196 035 $a(PPN)269660909 035 $a(EXLCZ)9926506244700041 100 $a20230613d2019 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aCalculus for Computer Graphics /$fJohn Vince 205 $aThird edition. 210 1$aCham, Switzerland :$cSpringer Nature Switzerland AG,$d[2019] 210 4$dİ2019 215 $a1 online resource (387 pages) 311 08$aPrint version: Vince, John Calculus for Computer Graphics Cham : Springer International Publishing AG,c2023 9783031281167 320 $aIncludes bibliographical references and index. 327 $aIntroduction -- Functions -- Limits and Derivatives -- Derivatives and Antiderivatives -- Higher Derivatives -- Partial Derivatives -- Integral Calculus -- Area Under a Graph -- Are Length and Parameterisation of Curves -- Surface Area -- Volume -- Vector-Valued Functions -- Vector Differential Operators -- Tangent and Normal Vectors -- Continuity -- Curvature -- Solving Differential Equations -- Conclusion. Appendix A -- Appendix B -- Index. 330 $aStudents 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. 606 $aCalculus 606 $aComputer graphics$xMathematics 615 0$aCalculus. 615 0$aComputer graphics$xMathematics. 676 $a006.60151 700 $aVince$b John$0564065 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 912 $a9910717426403321 996 $aCalculus for Computer Graphics$92499602 997 $aUNINA