Mathematical Insights into Advanced Computer Graphics Techniques

Mathematical Insights into Advanced Computer Graphics Techniques

Author: Yoshinori Dobashi

Publisher: Springer

Published: 2018-11-27

Total Pages: 163

ISBN-13: 9811328501

DOWNLOAD EBOOK

This book presents cutting-edge developments in the advanced mathematical theories utilized in computer graphics research – fluid simulation, realistic image synthesis, and texture, visualization and digital fabrication. A spin-off book from the International Symposium on Mathematical Progress in Expressive Image Synthesis in 2016 and 2017 (MEIS2016/2017) held in Fukuoka, Japan, it includes lecture notes and an expert introduction to the latest research presented at the symposium. The book offers an overview of the emerging interdisciplinary themes between computer graphics and driven mathematic theories, such as discrete differential geometry. Further, it highlights open problems in those themes, making it a valuable resource not only for researchers, but also for graduate students interested in computer graphics and mathematics.


Mathematics for Computer Graphics

Mathematics for Computer Graphics

Author: John Vince

Publisher: Springer Science & Business Media

Published: 2005-11-09

Total Pages: 268

ISBN-13: 9781846280344

DOWNLOAD EBOOK

This is a concise and informal introductory book on the mathematical concepts that underpin computer graphics. The author, John Vince, makes the concepts easy to understand, enabling non-experts to come to terms with computer animation work. The book complements the author's other works and is written in the same accessible and easy-to-read style. It is also a useful reference book for programmers working in the field of computer graphics, virtual reality, computer animation, as well as students on digital media courses, and even mathematics courses.


3D Computer Graphics

3D Computer Graphics

Author: Samuel R. Buss

Publisher: Cambridge University Press

Published: 2003-05-19

Total Pages: 397

ISBN-13: 1139440381

DOWNLOAD EBOOK

This textbook, first published in 2003, emphasises the fundamentals and the mathematics underlying computer graphics. The minimal prerequisites, a basic knowledge of calculus and vectors plus some programming experience in C or C++, make the book suitable for self study or for use as an advanced undergraduate or introductory graduate text. The author gives a thorough treatment of transformations and viewing, lighting and shading models, interpolation and averaging, Bézier curves and B-splines, ray tracing and radiosity, and intersection testing with rays. Additional topics, covered in less depth, include texture mapping and colour theory. The book covers some aspects of animation, including quaternions, orientation, and inverse kinematics, and includes source code for a Ray Tracing software package. The book is intended for use along with any OpenGL programming book, but the crucial features of OpenGL are briefly covered to help readers get up to speed. Accompanying software is available freely from the book's web site.


Mathematical Elements for Computer Graphics

Mathematical Elements for Computer Graphics

Author: David F. Rogers

Publisher: McGraw-Hill Science, Engineering & Mathematics

Published: 1990

Total Pages: 648

ISBN-13:

DOWNLOAD EBOOK

This text is ideal for junior-, senior-, and graduate-level courses in computer graphics and computer-aided design taught in departments of mechanical and aeronautical engineering and computer science. It presents in a unified manner an introduction to the mathematical theory underlying computer graphic applications. It covers topics of keen interest to students in engineering and computer science: transformations, projections, 2-D and 3-D curve definition schemes, and surface definitions. It also includes techniques, such as B-splines, which are incorporated as part of the software in advanced engineering workstations. A basic knowledge of vector and matrix algebra and calculus is required.


Insight Through Computer Graphics - Proceedings Of The Computer Graphics International 1994 (Cg194)

Insight Through Computer Graphics - Proceedings Of The Computer Graphics International 1994 (Cg194)

Author: Michael Gigante

Publisher: World Scientific

Published: 1997-01-03

Total Pages: 354

ISBN-13: 9814547328

DOWNLOAD EBOOK

Computer graphics has been advancing to the level of creating completely new worlds inside computers. Through such computer graphics worlds, we human beings now have far improved insight into wide varieties of real worlds starting from fairly simple but exact worlds of curves and surfaces and reaching to complex human worlds. This volume presents a quite concrete and advanced methods, techniques, modeling and mathematical backgrounds which are indispensable in order to carry out end researches to increase insight through computer graphics.


Mathematical Software

Mathematical Software

Author: Arjeh M. Cohen

Publisher: World Scientific

Published: 2002

Total Pages: 536

ISBN-13: 9789812380487

DOWNLOAD EBOOK

Annotation The advent of mathematical software has been one of the most important events in mathematics. Mathematical software systems are used to construct examples, to prove theorems, and to find new mathematical phenomena. On the other hand, mathematical research often motivates developments of new algorithms and new systems. Mathematical software systems rely on the cooperation of mathematicians, designers of algorithms, and mathematical programmers. This book is aimed at software developers in mathematics and programming mathematicians, but it also provides opportunities to discuss the topics with mathematicians.


Essential Mathematics for Computer Graphics fast

Essential Mathematics for Computer Graphics fast

Author: John Vince

Publisher: Springer Science & Business Media

Published: 2001

Total Pages: 244

ISBN-13: 9781852333805

DOWNLOAD EBOOK

This book provides a quick, concise introduction to the most important mathematics used in computer graphics. Vince makes the concepts easy to understand, so that non-mathematicians can grasp the math that lies behind computer animation.


Numerical Algorithms

Numerical Algorithms

Author: Justin Solomon

Publisher: CRC Press

Published: 2015-06-24

Total Pages: 400

ISBN-13: 1482251892

DOWNLOAD EBOOK

Numerical Algorithms: Methods for Computer Vision, Machine Learning, and Graphics presents a new approach to numerical analysis for modern computer scientists. Using examples from a broad base of computational tasks, including data processing, computational photography, and animation, the textbook introduces numerical modeling and algorithmic desig


Advanced Educational Technologies for Mathematics and Science

Advanced Educational Technologies for Mathematics and Science

Author: David L. Ferguson

Publisher: Springer Science & Business Media

Published: 2013-04-17

Total Pages: 752

ISBN-13: 3662029383

DOWNLOAD EBOOK

This book is the outgrowth of a NATO Advanced Research Workshop, held in Milton Keynes (United Kingdom) in the summer of 1990. The workshop brought together about 30 world leaders in the use of advanced technologies in the teaching of mathematics and science. Many of these participants commented that the workshop was one of the more productive and exciting workshops that they had attended. It was not uncommon to see participants engaged in informal discussion far into the evenings and early mornings, long after formal sessions had ended. It is my hope that this book captures the substance and excitement of many of the ideas that were presented at the workshop. Indeed, the process by which this book has come about has given every opportunity for the best thinking to get reflected here. Participants wrote papers prior to the workshop. After the workshop, participants revised the papers at least once. In a few instances, three versions of papers were written. Some participants could not resist the urge to incorporate descriptions of some of the newer developments in their projects. The papers in this book demonstrate how technology is impacting our view of what should be taught, what can be taught, and how we should go about teaching in the various disciplines. As such, they offer great insight into the central issues of teaching and learning in a wide range of disciplines and across many grade levels (ranging from elementary school through undergraduate college education).


3D Game Engine Design

3D Game Engine Design

Author: David Eberly

Publisher: CRC Press

Published: 2006-11-03

Total Pages: 1008

ISBN-13: 1482267306

DOWNLOAD EBOOK

The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics—all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.