LEADER 05219nam 2200613z 450 001 9911099957603321 005 20251214163113.0 010 $a1-118-71212-9 010 $a1-118-71198-X 010 $a9781118712122 035 $a(CKB)24989723600041 035 $a(NjHacI)9924989723600041 035 $a(Au-PeEL)EBL1789982 035 $a(CaPaEBR)ebr10933617 035 $a(CaONFJC)MIL646271 035 $a(OCoLC)881418267 035 $a(OCoLC)1135326076 035 $a(OCoLC)on1135326076 035 $a(Perlego)997304 035 $a(maruzen)3000111740 035 $a(CaSebORM)9781118712191 035 $a(MiAaPQ)EBC1789982 035 $a(JP-MeL)3000111740 035 $a(EXLCZ)9924989723600041 100 $a20260512d2015 ||| | 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aMathematical structures for computer graphics /$f Steven J. Janke 210 $aHoboken, N.J.$cWiley$dc2015 215 $a1 online resource (xv, 392 pages) $cillustrations 300 $aIncludes bibliographical references and index 311 08$a1-322-15016-8 311 08$a1-118-71219-6 311 08$a9781118712191 320 $aIncludes bibliographical references and index. 327 $aPreface iii -- 1 Basics -- 1 1.1 Graphics Pipeline -- 2 1.2 Mathematical Descriptions -- 5 1.3 Position -- 6 1.4 Distance -- 9 1.5 Complements and Detail -- 13 1.6 Exercises -- 17 2 Vector Algebra -- 21 2.1 Basic Vector Characteristics -- 22 2.2 Two Important Products -- 31 2.3 Complements and Details -- 42 2.4 Exercises -- 46 3 Vector Geometry -- 49 3.1 Lines & Planes -- 49 3.2 Distances -- 55 3.3 Angles -- 63 3.4 Intersections -- 65 3.5 Additional Key Applications -- 73 3.6 Homogeneous Coordinates -- 86 3.7 Complements and Details -- 90 3.8 Exercises -- 94 4 Transformations -- 99 4.1 Types of Transformations -- 100 4.2 Linear Transformations -- 101 4.3 Three dimensions -- 113 4.4 Affine Transformations -- 123 4.5 Complements and Details -- 134 4.6 Exercises -- 145 5 Orientation -- 149 5.1 Cartesian Coordinate Systems -- 151 5.2 Cameras -- 159 5.3 Other Coordinate Systems -- 182 5.4 Complements and Details -- 190 5.5 Exercises -- 193 6 Polygons & Polyhedra -- 197 6.1 Triangles -- 197 6.2 Polygons -- 213 6.3 Polyhedra -- 230 6.4 Complements and Details -- 245 6.5 Exercises -- 250 7 Curves & Surfaces -- 255 7.1 Curve Descriptions -- 256 7.2 Bezier Curves -- 268 7.3 B-Splines -- 278 7.4 NURBS -- 295 7.5 Surfaces -- 300 7.6 Complements and Details -- 311 7.7 Exercises -- 316 8 Visibility -- 321 8.1 Viewing -- 321 8.2 Perspective Transformation -- 323 8.3 Hidden Surfaces -- 333 8.4 Ray Tracing -- 344 8.5 Complements and Details -- 351 8.6 Exercises -- 356 9 Lighting -- 359 9.1 Color Coordinates -- 359 9.2 Elementary Lighting Models -- 364 9.3 Global Illumination -- 384 9.4 Textures -- 391 9.5 Complements and Details -- 403 9.6 Exercises -- 408 10 Other Paradigms -- 411 10.1 Pixels -- 412 10.2 Noise -- 421 10.3 L-Systems -- 435 10.4 Exercises -- 443 A Geometry & Trigonometry -- 447 A.1 Triangles -- 447 A.2 Angles -- 449 A.3 Trigonometric Functions -- 450 B Linear Algebra -- 455 B.1 Systems of Linear Equations -- 455 B.2 Matrix Properties -- 458 B.3 Vector Spaces 460. 330 $aThis book is for readers who wish to understand the mathematical tools that are necessary to produce three-dimensional models and the resulting screen images. Written by an academic with over 20 years of teaching experience, the intent of the book is to show relevant and focused mathematical derivations that help students understand computer graphics. Intuitive, rather than just theorem/proof discussions set the tone for the presentation. Some algebra, high-school geometry, and trigonometry are presumed for adequate comprehension. Notions of why results are important give the reader a sense of ownership and application. Chapters are written in a two-tiered style so as to allow for flexibility in the level of mathematics desired. Two- and three-dimensional vector geometry is covered using transforms, curves, and surfaces. More focused graphics topics like perspective with the accompanying projective geometry, polyhedral as building blocks for objects, and ray retracing help pull the vector technique together. An assortment of other topics helps round-out the discussion. These include noise, randomness, and L-systems. Plentiful exercises are showcased throughout. An author-maintained web site includes further computer programming notes and solutions to selected exercises". 606 $6880-03/$1$aComputer graphics -- Mathematics 606 $6880-04/$1$aThree-dimensional imaging -- Mathematics 606 $6880-05/$1$aComputers -- Programming -- Games$2bisacsh 615 0$aComputer graphics -- Mathematics 615 0$aThree-dimensional imaging -- Mathematics 615 7$aComputers -- Programming -- Games 676 $a006.601/51 686 $a007.642$2njb/09 686 $a006.601/51$2njb/09 801 1$bJP-MeL 906 $aBOOK 912 $a9911099957603321 996 $aMathematical structures for computer graphics$94820689 997 $aUNINA