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Mathematics for Computer Graphics and Game Programming
A Self-Teaching Introduction
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D. P. Kothari
, G. Awari , D. Shrimankar and A. Bhende
Language:
English
Published/Copyright:
2019
About this book
Designed to explain the mathematical concepts involved in computer graphics and its entities, this book is ideal for courses in computer graphics, engineering, game development, as well as for professionals in industry. It begins with simple concepts such as how an image is generated on the screen and then moves to cover the different algorithms for the generation of simple geometry on the screen. The following chapters include two-dimensional and three-dimensional transformations, parametric representation of planar curves and parametric representation of space curves such as cubic splines, Bezier curves, etc. In addition to programming in C, OpenGL, and several other topics, it includes a final chapter on the methods of generating 3D models.
Topics
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Frontmatter
i -
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Contents
v -
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Preface
xi -
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Chapter 1 Introduction to Computer Graphics
1 -
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Chapter 2 Vector Representation of Geometric Entities
29 -
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Chapter 3 Two-Dimensional Transformation
83 -
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Chapter 4 Three-Dimensional Transformation
135 -
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Chapter 5 Parametric Representation of Planar Curves
169 -
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Chapter 6 Parametric Representation of Space Curves
191 -
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Chapter 7 Parametric Representation of Surfaces
215 -
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Chapter 8 Windowing and Clipping
229 -
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Chapter 9 Generation of a 3D Model
249 -
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Chapter 10 Projections
269 -
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Chapter 11 Graphics Programs in C Language
291 -
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Chapter 12 OpenGL with Computer Graphics
311 -
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Chapter 13 Programming Graphics Using OpenGL
323 -
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Index
395
Publishing information
Pages and Images/Illustrations in book
eBook published on:
January 17, 2019
eBook ISBN:
9781683923572
Paperback published on:
February 5, 2019
Paperback ISBN:
9781683923565
Pages and Images/Illustrations in book
Main content:
400
Safety & product resources
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Manufacturer information:
Walter de Gruyter GmbH
Genthiner Straße 13
10785 Berlin
productsafety@degruyterbrill.com