@article{1446284, recid = {1446284}, author = {Vince, John}, title = {Mathematics for computer graphics /}, pages = {1 online resource :}, note = {Previous edition: 2017.}, abstract = {John Vince explains a comprehensive range of mathematical techniques and problem-solving strategies associated with computer games, computer animation, special effects, virtual reality, CAD and other areas of computer graphics in this completely revised and expanded sixth edition. The first five chapters cover a general introduction, number sets, algebra, trigonometry and coordinate systems, which are employed in the following chapters on determinants, vectors, matrix algebra, complex numbers, geometric transforms, quaternion algebra, quaternions in space, interpolation, curves and patches, analytical geometry and barycentric coordinates. Following this, the reader is introduced to the relatively new subject of geometric algebra, followed by two chapters that introduce differential and integral calculus. Finally, there is a chapter on worked examples. Mathematics for Computer Graphics covers all of the key areas of the subject, including: Number sets Algebra Trigonometry Complex numbers Coordinate systems Determinants Vectors Quaternions Matrix algebra Geometric transforms Interpolation Curves and surfaces Analytic geometry Barycentric coordinates Geometric algebra Differential calculus Integral calculus This sixth edition contains approximately 150 worked examples and over 330 colour illustrations, which are central to the authors descriptive writing style. Mathematics for Computer Graphics provides a sound understanding of the mathematics required for computer graphics software and setting the scene for further reading of more advanced books and technical research papers.}, url = {http://library.usi.edu/record/1446284}, doi = {https://doi.org/10.1007/978-1-4471-7520-9}, }