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Mathematics for Computer Graphics and Game Programming: A Self-Teaching Introduction
82% of respondents would recommend this to a friend
NZD 124
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Ideal for courses in computer graphics and game development, as well as professionals in the industry.
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Product Details
- No detailed description available for Mathematics for Computer Graphics and Game Programming.
| Publisher | Mercury Learning and Information |
| Publication date | February 5, 2019 |
| Edition | 1st |
| Language | English |
| Print length | 400 pages |
| ISBN-10 | 1683923561 |
| ISBN-13 | 978-1683923565 |
| Item Weight | 2.31 pounds (1.05 kg) |
| Dimensions | 7.3 x 1.2 x 9.1 inches (18.5 x 3 x 23.1 cm) |
Who Should Buy?
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Aspiring Game Developers
Perfect for individuals looking to understand mathematical concepts essential for creating engaging video games.
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Computer Graphics Students
Ideal for students needing a self-paced introduction to mathematics in the field of computer graphics.
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Self-Learners
Great for independent learners who want to explore math topics relevant to programming and graphics independently.
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Advanced Mathematicians
Professionals may find the content too basic and lacking in depth for advanced mathematical concepts.
Product Description
Product Buying Guide
Are you interested in learning the mathematical concepts essential for computer graphics and game programming? Whether you are a student pursuing computer graphics or game development courses, an engineer delving into graphics-related projects, or a professional in the industry, the 'Mathematics for Computer Graphics and Game Programming: A Self-Teaching Introduction' is designed to provide you with a comprehensive understanding of the mathematical foundations crucial to these domains. Let's explore further to understand this valuable resource.
Product Specifications
- Title: Mathematics for Computer Graphics and Game Programming: A Self-Teaching Introduction
- Ideal for: Courses in computer graphics, engineering, game development, and industry professionals
- Coverage: Image generation, algorithms for simple geometry, 2D and 3D transformations, parametric representation of planar and space curves, programming in C, OpenGL, methods of generating 3D models
Key Features
- Comprehensive coverage of mathematical concepts for computer graphics and game programming
- Suitable for self-teaching and as a course companion
- In-depth explanation of image generation and various transformation algorithms
- Focus on parametric representation of curves and programming in C, OpenGL
- Includes methods of generating 3D models
Usage Scenarios
- Ideal for students enrolled in computer graphics, game development, or engineering courses
- Valuable resource for professionals working on graphics-related projects in the industry
- Essential for individuals seeking self-study resources for understanding mathematical concepts in computer graphics
Usage Scenarios
This book competes with other educational resources focused on mathematical concepts for computer graphics and game programming. Competitor analysis has identified similar books such as 'Foundations of 3D Computer Graphics' and 'Essential Mathematics for Games and Interactive Applications' as potential alternatives for comparison.
Some User Review
- Users praise the book for its clear explanations that make complex mathematical concepts understandable
- The detailed coverage of 2D and 3D transformations is highly appreciated by readers
- Many users have found the programming examples and methods for generating 3D models extremely helpful
Competitors
- Based on the market analysis, the price of the book is competitive when compared to similar educational resources in the field of computer graphics and game programming. It offers good value for the comprehensive content it provides.
Buying Considerations
- Consider your proficiency in mathematics and programming as this book extensively covers mathematical concepts and programming examples.
- Evaluate your specific learning requirements and compare the content with other similar resources to ensure it aligns with your objectives.
Conclusion
In conclusion, 'Mathematics for Computer Graphics and Game Programming: A Self-Teaching Introduction' serves as an invaluable resource for those delving into the mathematical foundations of computer graphics and game programming. With its comprehensive coverage and user-friendly approach, it is well-suited for students, professionals, and anyone seeking to enhance their understanding of mathematical concepts in these domains.
View LessAre you interested in learning the mathematical concepts essential for computer graphics and game programming? Whether you are a student pursuing computer graphics or game development courses, an engineer delving into graphics-related projects, or a professional in the industry, the 'Mathematics for Computer Graphics and Game Programming: A Self-Teaching Introduction' is designed to provide you with a comprehensive understanding of the mathematical foundations crucial to these domains. Let's explore further to understand this valuable resource. Continue Reading
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Game Design Editorial Review
This book received mixed reviews from customers. While some found it helpful for gaining a basic understanding of math for computer graphics, others felt that it lacked in-depth explanations and contained numerous errors. The book's tutorials on OpenGL and graphics.h were considered useful, but may not be up-to-date. Some customers were disappointed by the lack of clarity in explaining the derivation of algorithms and the importance of certain mathematical concepts. Overall, the book received criticism for not providing a thorough understanding and for containing errors.
Customer Reviews & Ratings
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Pros
- Provides basic understanding of math for computer graphics
- Includes tutorials on OpenGL and graphics.h
Cons
- Lacks in-depth explanations and derivations
Product Price History
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NZD 124
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Features & Benefits
- Explains mathematical concepts in computer graphics and game programming
- Covers image generation, geometry algorithms, and transformations
- Includes topics such as parametric representation of curves and programming in C and OpenGL
- Final chapter on 3D model generation
- Suitable for students and professionals in the field
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