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020 _a9781447154662
_99781447154662
024 7 _a10.1007/9781447154662
_2doi
035 _avtls000340105
039 9 _a201509030842
_bVLOAD
_c201404300410
_dVLOAD
_y201402061017
_zstaff
040 _aMX-SnUAN
_bspa
_cMX-SnUAN
_erda
050 4 _aT385
100 1 _aVince, John.
_eautor
_9306214
245 1 0 _aCalculus for Computer Graphics /
_cby John Vince.
264 1 _aLondon :
_bSpringer London :
_bImprint: Springer,
_c2013.
300 _axiii, 227 páginas 144 ilustraciones
_brecurso en línea.
336 _atexto
_btxt
_2rdacontent
337 _acomputadora
_bc
_2rdamedia
338 _arecurso en línea
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
_2rda
500 _aSpringer eBooks
505 0 _aPreface -- Introduction -- Functions -- Limits and Derivatives -- Derivatives and Antiderivatives -- Higher Derivatives -- Partial Derivatives -- Integral Calculus -- Area Under a Graph -- Arc Length -- Surface Area -- Volume -- Vector-Valued Functions -- Conclusion -- Appendices -- Index.
520 _aStudents studying computer animation and computer games have to be familiar with geometry, matrices, vectors, rotation transforms, quaternions, curves and surfaces, and as computer graphics software becomes increasingly sophisticated, calculus is also being used to resolve its associated problems. The author draws upon his experience in teaching mathematics to undergraduates to make calculus appear no more challenging than any other branch of mathematics. He introduces the subject by examining how functions depend upon their independent variables, and then derives the appropriate mathematical underpinning and definitions. This gives rise to a function’s derivative and its antiderivative, or integral. Using the idea of limits, the reader is introduced to derivatives and integrals of many common functions. Other chapters address higher-order derivatives, partial derivatives, Jacobians, vector-based functions, single, double and triple integrals, with numerous worked examples, and over a hundred illustrations. Calculus for Computer Graphics complements the author’s other books on mathematics for computer graphics, and assumes that the reader is familiar with everyday algebra, trigonometry, vectors and determinants. After studying this book, the reader should understand calculus and its application within the world of computer games and animation.
590 _aPara consulta fuera de la UANL se requiere clave de acceso remoto.
710 2 _aSpringerLink (Servicio en línea)
_9299170
776 0 8 _iEdición impresa:
_z9781447154655
856 4 0 _uhttp://remoto.dgb.uanl.mx/login?url=http://dx.doi.org/10.1007/978-1-4471-5466-2
_zConectar a Springer E-Books (Para consulta externa se requiere previa autentificación en Biblioteca Digital UANL)
942 _c14
999 _c287012
_d287012