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Mathematics for Computer Graphics
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Mathematics for Computer Graphics
von: John Vince
Springer-Verlag, 2005
ISBN: 9781846282836
251 Seiten, Download: 1643 KB
 
Format:  PDF
geeignet für: Apple iPad, Android Tablet PC's Online-Lesen PC, MAC, Laptop

Typ: A (einfacher Zugriff)

 

 
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Inhaltsverzeichnis

  Contents 6  
  Preface 12  
  1 Mathematics 14  
     1.1 Is Mathematics Difficult? 15  
     1.2 Who should Read this Book? 15  
     1.3 Aims and Objectives of this Book 16  
     1.4 Assumptions Made in this Book 16  
     1.5 How to Use the Book 16  
  2 Numbers 18  
     2.1 Natural Numbers 18  
     2.2 Prime Numbers 19  
     2.3 Integers 19  
     2.4 Rational Numbers 19  
     2.5 Irrational Numbers 19  
     2.6 Real Numbers 20  
     2.7 The Number Line 20  
     2.8 Complex Numbers 20  
     2.9 Summary 22  
  3 Algebra 23  
     3.1 Notation 23  
     3.2 Algebraic Laws 24  
     3.3 Solving the Roots of a Quadratic Equation 26  
     3.4 Indices 27  
     3.5 Logarithms 27  
     3.6 Further Notation 28  
     3.7 Summary 28  
  4 Trigonometry 29  
     4.1 The Trigonometric Ratios 30  
     4.2 Example 30  
     4.3 Inverse Trigonometric Ratios 31  
     4.4 Trigonometric Relationships 31  
     4.5 The Sine Rule 32  
     4.6 The Cosine Rule 32  
     4.7 Compound Angles 32  
     4.8 Perimeter Relationships 33  
     4.9 Summary 34  
  5 Cartesian Coordinates 35  
     5.1 The Cartesian xy-plane 35  
     5.2 3D Coordinates 40  
     5.3 Summary 41  
  6 Vectors 42  
     6.1 2D Vectors 43  
     6.2 3D Vectors 45  
     6.3 Deriving a Unit Normal Vector for a Triangle 58  
     6.4 Areas 59  
     6.5 Summary 60  
  7 Transformation 61  
     7.1 2D Transformations 61  
     7.2 Matrices 63  
     7.3 Homogeneous Coordinates 67  
     7.4 3D Transformations 76  
     7.5 Change of Axes 83  
     7.6 Direction Cosines 85  
     7.7 Rotating a Point about an Arbitrary Axis 93  
     7.8 Transforming Vectors 108  
     7.9 Determinants 109  
     7.10 Perspective Projection 113  
     7.11 Summary 115  
  8 Interpolation 116  
     8.1 Linear Interpolant 116  
     8.2 Non-Linear Interpolation 119  
     8.3 Interpolating Vectors 125  
     8.4 Interpolating Quaternions 128  
     8.5 Summary 130  
  9 Curves and Patches 131  
     9.1 The Circle 131  
     9.2 The Ellipse 132  
     9.3 Bézier Curves 133  
     9.4 A recursive Bézier Formula 141  
     9.5 Bézier Curves Using Matrices 141  
     9.6 B-Splines 145  
     9.7 Surface Patches 149  
     9.8 Summary 154  
  10 Analytic Geometry 155  
     10.1 Review of Geometry 155  
     10.2 2D Analytical Geometry 164  
     10.3 Intersection Points 169  
     10.4 Point Inside a Triangle 172  
     10.5 Intersection of a Circle with a Straight Line 176  
     10.6 3D Geometry 177  
     10.7 Equation of a Plane 181  
     10.8 Intersecting Planes 189  
     10.9 Summary 199  
  11 Barycentric Coordinates 200  
     11.1 Ceva’s Theorem 200  
     11.2 Ratios and Proportion 202  
     11.3 Mass Points 203  
     11.4 Linear Interpolation 209  
     11.5 Convex Hull Property 215  
     11.6 Areas 216  
     11.7 Volumes 224  
     11.8 Bézier Curves and Patches 227  
     11.9 Summary 228  
  12 Worked Examples 229  
     12.1 Calculate the Area of a Regular Polygon 229  
     12.2 Calculate the Area of any Polygon 230  
     12.3 Calculate the Dihedral Angle of a Dodecahedron 230  
     12.4 Vector Normal to a Triangle 232  
     12.5 Area of a Triangle using Vectors 233  
     12.6 General Form of the Line Equation from Two Points 233  
     12.7 Calculate the Angle between Two Straight Lines 234  
     12.8 Test If Three Points Lie On a Straight Line 235  
     12.9 Find the Position and Distance of the Nearest Point on a Line to a Point 236  
     12.10 Position of a Point Re.ected in a Line 238  
     12.11 Calculate the Intersection of a Line and a Sphere 240  
     12.12 Calculate if a Sphere Touches a Plane 244  
     12.13 Summary 245  
  13 Conclusion 246  
  References 247  
  Index 248  


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