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Introduction to the mathematics of computer graphics / Nathan Carter.
- Format:
- Book
- Author/Creator:
- Carter, Nathan C., author.
- Series:
- Classroom resource materials ; v. 51.
- Classroom Resource Materials, v. 51
- Language:
- English
- Subjects (All):
- Computer graphics.
- Computer graphics--Study and teaching (Higher).
- Computer simulation.
- Computer simulation--Study and teaching (Higher).
- Computer science--Mathematics.
- Image processing.
- Algorithms.
- Geometry, Algebraic.
- Optical data processing.
- Mathematics--Study and teaching (Higher).
- Genre:
- Electronic books.
- Physical Description:
- 1 online resource (xvii, 462 pages) : illustrations.)
- Place of Publication:
- [Washington, District of Columbia] : Mathematical Association of America, [2016]
- System Details:
- Mode of access : World Wide Web
- Summary:
- This text, by an award-winning author, was designed to accompany his first-year seminar in the mathematics of computer graphics. Readers learn the mathematics behind the computational aspects of space, shape, transformation, color, rendering, animation, and modeling. The software required is freely available on the Internet for Mac, Windows, and Linux. The text answers questions such as these: How do artists build up realistic shapes from geometric primitives? What computations is my computer doing when it generates a realistic image of my 3D scene? What mathematical tools can I use to animate an object through space? Why do movies always look more realistic than video games? Containing the mathematics and computing needed for making their own 3D computer-generated images and animations, the text, and the course it supports, culminates in a project in which students create a short animated movie using free software. Algebra and trigonometry are prerequisites; calculus is not, though it helps. Programming is not required. Includes optional advanced exercises for students with strong backgrounds in math or computer science. Instructors interested in exposing their liberal arts students to the beautiful mathematics behind computer graphics will find a rich resource in this text.--Page [4] of cover.
- Contents:
- 1. Topics in computer graphics I. Affine space 2. Two-dimensional space A. Introduction to POV-Ray 3. Affine transformations 4. Three dimensions B. Arranging a scene 5. Matrices II Ray tracing 6. Lines of sight C. Constructive solid geometry 7. Lines intersecting objects 8. Three color models D. Reusable objects 9. Lighting III. Animation 10. Vector-valued functions E. First animations 11. Bézier curves F. Making your own movie 12. Bernstein polynomials 13. Continuity and Bézier curves IV. Modeling 14. Bézier surfaces G. Modeling with surfaces 15. Subdivision surfaces
- Notes:
- Includes bibliographical references and index.
- Electronic reproduction. Providence, Rhode Island : American Mathematical Society. 2016
- Description based on print version record.
- ISBN:
- 9781614441229 (online)
- Access Restriction:
- Restricted for use by site license.
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