Matrix Transforms for Computer Games and Animation.
Vince, John:
Sold by Hübner Einzelunternehmen, Hamburg, HH, Germany
AbeBooks Seller since May 15, 2015
Used - Soft cover
Quantity: 1 available
Add to basketSold by Hübner Einzelunternehmen, Hamburg, HH, Germany
AbeBooks Seller since May 15, 2015
Quantity: 1 available
Add to basketX, 178 S. : 45 schw.-w. Ill., 8 schw.-w. Tab. Sprache: Englisch Gewicht in Gramm: 342.
Seller Inventory # 118372
Matrix transforms are ubiquitous within the world of computer graphics, where they have become an invaluable tool in a programmer’s toolkit for solving everything from 2D image scaling to 3D rotation about an arbitrary axis. Virtually every software system and hardware graphics processor uses matrices to undertake operations such as scaling, translation, reflection and rotation. Nevertheless, for some newcomers to the world of computer games and animation, matrix notation can appear obscure and challenging.
Matrices and determinants were originally used to solve groups of simultaneous linear equations, and were subsequently embraced by the computer graphics community to describe the geometric operations for manipulating two- and three-dimensional structures. Consequently, to place matrix notation within an historical context, the author provides readers with some useful background to their development, alongside determinants.
Although it is assumed that the reader is familiar with everyday algebra and the solution of simultaneous linear equations, Matrix Transforms for Computer Games and Animation does not expect any prior knowledge of matrix notation. It includes chapters on matrix notation, determinants, matrices, 2D transforms, 3D transforms and quaternions, and includes many worked examples to illustrate their practical use.
Matrix transforms are ubiquitous within the world of computer graphics, where they have become an invaluable tool in a programmer’s toolkit for solving everything from 2D image scaling to 3D rotation about an arbitrary axis. Virtually every software system and hardware graphics processor uses matrices to undertake operations such as scaling, translation, reflection and rotation. Nevertheless, for some newcomers to the world of computer games and animation, matrix notation can appear obscure and challenging.
Matrices and determinants were originally used to solve groups of simultaneous linear equations, and were subsequently embraced by the computer graphics community to describe the geometric operations for manipulating two- and three-dimensional structures. Consequently, to place matrix notation within an historical context, the author provides readers with some useful background to their development, alongside determinants.
Although it is assumed that the reader is familiar with everyday algebra and the solution of simultaneous linear equations, Matrix Transforms for Computer Games and Animation does not expect any prior knowledge of matrix notation. It includes chapters on matrix notation, determinants, matrices, 2D transforms, 3D transforms and quaternions, and includes many worked examples to illustrate their practical use.
"About this title" may belong to another edition of this title.
Herr Andreas Hübner Einzelunternehmen
Reetwerder 12
21029 Hamburg
Deutschland
E-Mail: Legamus-Antiquariat@t-online.de
Telefon: 0407219807
USt-ID-Nr: DE118006103
Finanzamt Hamburg-Bergedorf
Steur.-Nr. 4410100032
Allgemeine Geschäfts- und Lieferbedingungen
Allgemeines - Geltungsbereich
Vertragsschluss
Eigentumsvorbehalt
Vergütung
Gefahrübergang
Gewährleistung
Haftungsbeschränkungen und -freistellung
Datenschutz
Schlussbestimmungen
Allgemeines - Geltungsbereich
1.1. Die folgenden Allgeme...
More InformationDie Versandkostenpauschalen basieren auf Sendungen mit einem durchschnittlichen Gewicht. Falls das von Ihnen bestellte Buch besonders schwer oder sperrig sein sollte, werden wir Sie informieren, falls zusätzliche Versandkosten anfallen.