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001 | 290831 | ||
003 | MX-SnUAN | ||
005 | 20160429154806.0 | ||
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008 | 150903s2009 xxk| o |||| 0|eng d | ||
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_a9781848823792 _99781848823792 |
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024 | 7 |
_a10.1007/9781848823792 _2doi |
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035 | _avtls000344431 | ||
039 | 9 |
_a201509030403 _bVLOAD _c201405050307 _dVLOAD _y201402061256 _zstaff |
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_aMX-SnUAN _bspa _cMX-SnUAN _erda |
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050 | 4 | _aQA76.9.M35 | |
100 | 1 |
_aVince, John. _eautor _9306214 |
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245 | 1 | 0 |
_aGeometric Algebra: An Algebraic System for Computer Games and Animation / _cby John Vince. |
264 | 1 |
_aLondon : _bSpringer London, _c2009. |
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300 | _brecurso en línea. | ||
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_atexto _btxt _2rdacontent |
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_acomputadora _bc _2rdamedia |
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_arecurso en línea _bcr _2rdacarrier |
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_aarchivo de texto _bPDF _2rda |
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500 | _aSpringer eBooks | ||
505 | 0 | _aProducts -- VectorProducts -- The Geometric Product -- Geometric Algebra -- Products in 2D -- Products in 3D -- Reflections and Rotations -- Applied Geometric Algebra -- Conclusion. | |
520 | _aThe true power of vectors has never been exploited, for over a century, mathematicians, engineers, scientists, and more recently programmers, have been using vectors to solve an extraordinary range of problems. However, today, we can discover the true potential of oriented, lines, planes and volumes in the form of geometric algebra. As such geometric elements are central to the world of computer games and computer animation, geometric algebra offers programmers new ways of solving old problems. John Vince (best-selling author of a number of books including Geometry for Computer Graphics, Vector Analysis for Computer Graphics and Geometric Algebra for Computer Graphics) provides new insights into geometric algebra and its application to computer games and animation. The first two chapters review the products for real, complex and quaternion structures, and any non-commutative qualities that they possess. Chapter three reviews the familiar scalar and vector products and introduces the idea of ‘dyadics’, which provide a useful mechanism for describing the features of geometric algebra. Chapter four introduces the geometric product and defines the inner and outer products, which are employed in the following chapter on geometric algebra. Chapters six and seven cover all the 2D and 3D products between scalars, vectors, bivectors and trivectors. Chapter eight shows how geometric algebra brings new insights into reflections and rotations, especially in 3D. Finally, chapter nine explores a wide range of 2D and 3D geometric problems followed by a concluding tenth chapter. Filled with lots of clear examples, full-colour illustrations and tables, this compact book provides an excellent introduction to geometric algebra for practitioners in computer games and animation. | ||
590 | _aPara consulta fuera de la UANL se requiere clave de acceso remoto. | ||
710 | 2 |
_aSpringerLink (Servicio en línea) _9299170 |
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776 | 0 | 8 |
_iEdición impresa: _z9781848823785 |
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_uhttp://remoto.dgb.uanl.mx/login?url=http://dx.doi.org/10.1007/978-1-84882-379-2 _zConectar a Springer E-Books (Para consulta externa se requiere previa autentificación en Biblioteca Digital UANL) |
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