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
024 7 _a10.1007/978-1-4471-4321-5
_2doi
050 4 _aT385
050 4 _aTA1637-1638
050 4 _aTK7882.P3
072 7 _aUYQV
_2bicssc
072 7 _aCOM016000
_2bisacsh
082 0 4 _a006.6
_223
100 1 _aVince, John.
_eauthor.
245 1 0 _aMatrix Transforms for Computer Games and Animation
_h[electronic resource] /
_cby John Vince.
264 1 _aLondon :
_bSpringer London :
_bImprint: Springer,
_c2012.
300 _aXI, 166 p. 45 illus.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
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