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Mathematics for Computer Graphics and Game Programming
Mathematics for Computer Graphics and Game Programming

Mathematics for Computer Graphics and Game Programming: Master the science of computer graphics, from vector representation to advanced OpenGL programming.

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Profile Icon Mercury Learning and Information Profile Icon A. Bhende Profile Icon D. Shrimankar Profile Icon G. Awari Profile Icon D. P. Kothari +1 more Show less
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£52.99
eBook Aug 2024 412 pages 1st Edition
eBook
£52.99
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Profile Icon Mercury Learning and Information Profile Icon A. Bhende Profile Icon D. Shrimankar Profile Icon G. Awari Profile Icon D. P. Kothari +1 more Show less
Arrow right icon
£52.99
eBook Aug 2024 412 pages 1st Edition
eBook
£52.99
eBook
£52.99

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Key benefits

  • Comprehensive coverage of mathematics for graphics
  • Practical coding examples in C and OpenGL
  • Step-by-step instructions and exercises

Description

This book explains the mathematical concepts in computer graphics, ideal for courses in graphics, engineering, game development, and industry professionals. It starts with how images are generated on screens and covers algorithms for creating simple geometry. The book progresses through two-dimensional and three-dimensional transformations, parametric representation of planar and space curves like cubic splines and Bezier curves. It also includes programming in C, OpenGL, and methods for generating 3D models. The course begins with an introduction to computer graphics and vector representation of geometric entities. It then covers 2D and 3D transformations, parametric representation of curves and surfaces, windowing and clipping, and generating 3D models. The final chapters focus on projections and programming graphics using C and OpenGL. Understanding these concepts is crucial for mastering computer graphics. This book transitions readers from basic concepts to advanced techniques, blending theoretical knowledge with practical skills. It is an essential resource for mastering the mathematical foundations and programming techniques in computer graphics.

Who is this book for?

Students, programmers, and game developers interested in computer graphics will find this guide helpful. A basic understanding of programming is recommended. No prior knowledge of graphics is required.

What you will learn

  • Understand vector representations
  • Apply 2D and 3D transformations
  • Represent parametric curves
  • Implement windowing and clipping
  • Generate 3D models
  • Program with OpenGL

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Aug 07, 2024
Length: 412 pages
Edition : 1st
Language : English
ISBN-13 : 9781836648949

What do you get with eBook?

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Product feature icon Download this book in EPUB and PDF formats
Product feature icon DRM FREE - Read whenever, wherever and however you want
Product feature icon AI Assistant (beta) to help accelerate your learning
OR
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Product Details

Publication date : Aug 07, 2024
Length: 412 pages
Edition : 1st
Language : English
ISBN-13 : 9781836648949

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Table of Contents

13 Chapters
Chapter 1 Introduction to Computer Graphics Chevron down icon Chevron up icon
Chapter 2 Vector Representation of Geometric Entities Chevron down icon Chevron up icon
Chapter 3 Two-Dimensional Transformation Chevron down icon Chevron up icon
Chapter 4 Three-Dimensional Transformation Chevron down icon Chevron up icon
Chapter 5 Parametric Representation of Planar Curves Chevron down icon Chevron up icon
Chapter 6 Parametric Representation of Space Curves Chevron down icon Chevron up icon
Chapter 7 Parametric Representation of Surfaces Chevron down icon Chevron up icon
Chapter 8 Windowing and Clipping Chevron down icon Chevron up icon
Chapter 9 Generation of a 3D Model Chevron down icon Chevron up icon
Chapter 10 Projections Chevron down icon Chevron up icon
Chapter 11 Graphics Programs in C Language Chevron down icon Chevron up icon
Chapter 12 OpenGL with Computer Graphics Chevron down icon Chevron up icon
Chapter 13 Programming Graphics Using OpenGL Chevron down icon Chevron up icon
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