Matrix Transforms for Computer Games and Animation PDF
By:John Vince
Published on 2012-06-26 by Springer Science & Business Media
Matrix 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.
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Book ID of Matrix Transforms for Computer Games and Animation's Books is YniGKadIP-4C, Book which was written byJohn Vincehave ETAG "sltc4LkdXEc"
Book which was published by Springer Science & Business Media since 2012-06-26 have ISBNs, ISBN 13 Code is 9781447143215 and ISBN 10 Code is 1447143213
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