| 000 | 03054nam a22004695i 4500 | ||
|---|---|---|---|
| 001 | 978-1-4471-4321-5 | ||
| 003 | DE-He213 | ||
| 005 | 20140220083237.0 | ||
| 007 | cr nn 008mamaa | ||
| 008 | 120626s2012 xxk| s |||| 0|eng d | ||
| 020 |
_a9781447143215 _9978-1-4471-4321-5 |
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| 024 | 7 |
_a10.1007/978-1-4471-4321-5 _2doi |
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| 050 | 4 | _aT385 | |
| 050 | 4 | _aTA1637-1638 | |
| 050 | 4 | _aTK7882.P3 | |
| 072 | 7 |
_aUYQV _2bicssc |
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| 072 | 7 |
_aCOM016000 _2bisacsh |
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| 082 | 0 | 4 |
_a006.6 _223 |
| 100 | 1 |
_aVince, John. _eauthor. |
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| 245 | 1 | 0 |
_aMatrix Transforms for Computer Games and Animation _h[electronic resource] / _cby John Vince. |
| 264 | 1 |
_aLondon : _bSpringer London : _bImprint: Springer, _c2012. |
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| 300 |
_aXI, 166 p. 45 illus. _bonline resource. |
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| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _bcr _2rdacarrier |
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| 347 |
_atext file _bPDF _2rda |
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| 505 | 0 | _aPreface -- Introduction -- Introduction to Matrix Notation -- Determinants -- Matrices -- Matrix Transforms -- Transforms -- Quaternions -- Conclusion -- Composite Point Rotation Sequences -- Index. | |
| 520 | _aMatrix 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. | ||
| 650 | 0 | _aComputer science. | |
| 650 | 0 | _aComputer vision. | |
| 650 | 0 | _aMathematics. | |
| 650 | 1 | 4 | _aComputer Science. |
| 650 | 2 | 4 | _aComputer Imaging, Vision, Pattern Recognition and Graphics. |
| 650 | 2 | 4 | _aMathematics, general. |
| 650 | 2 | 4 | _aImage Processing and Computer Vision. |
| 710 | 2 | _aSpringerLink (Online service) | |
| 773 | 0 | _tSpringer eBooks | |
| 776 | 0 | 8 |
_iPrinted edition: _z9781447143208 |
| 856 | 4 | 0 | _uhttp://dx.doi.org/10.1007/978-1-4471-4321-5 |
| 912 | _aZDB-2-SCS | ||
| 999 |
_c100783 _d100783 |
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