Questo sito utilizza i cookies per fornire i nostri servizi, per migliorare le prestazioni, per analisi, e (per gli utenti che accedono senza fare login) per la pubblicità . Usando LibraryThing confermi di aver letto e capito le nostre condizioni di servizio e la politica sulla privacy. Il tuo uso del sito e dei servizi è soggetto a tali politiche e condizioni.
Risultati da Google Ricerca Libri
Fai clic su di un'immagine per andare a Google Ricerca Libri.
Students 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.… (altro)
Dati dalle informazioni generali inglesi.Modifica per tradurlo nella tua lingua.
This book is dedicated to my best friend, Heidi.
Incipit
Dati dalle informazioni generali inglesi.Modifica per tradurlo nella tua lingua.
More than three-hundred years have passed since Isaac Newton (1643–1727) and Gotfried Wilhelm Leibniz (1646–1716) published their treaties describing calculus.
Citazioni
Ultime parole
Dati dalle informazioni generali inglesi.Modifica per tradurlo nella tua lingua.
Hopefully, the topics I have included will inspire you to read other books on calculus and consolidate your knowledge and understanding of this important branch of mathematics.
Students 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.