


eBook ISBN: | 978-1-61444-122-9 |
Product Code: | CLRM/51.E |
List Price: | $55.00 |
MAA Member Price: | $41.25 |
AMS Member Price: | $41.25 |



eBook ISBN: | 978-1-61444-122-9 |
Product Code: | CLRM/51.E |
List Price: | $55.00 |
MAA Member Price: | $41.25 |
AMS Member Price: | $41.25 |
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Book DetailsClassroom Resource MaterialsVolume: 51; 2016; 462 pp
This text, by an award-winning author, was designed to accompany his first-year seminar in the mathematics of computer graphics. Readers learn the mathematics behind the computational aspects of space, shape, transformation, color, rendering, animation, and modeling. The software required is freely available on the Internet for Mac, Windows, and Linux.
The text answers questions such as these: How do artists build up realistic shapes from geometric primitives? What computations is my computer doing when it generates a realistic image of my 3D scene? What mathematical tools can I use to animate an object through space? Why do movies always look more realistic than video games?
Containing the mathematics and computing needed for making their own 3D computer-generated images and animations, the text, and the course it supports, culminates in a project in which students create a short animated movie using free software. Algebra and trigonometry are prerequisites; calculus is not, though it helps. Programming is not required. Includes optional advanced exercises for students with strong backgrounds in math or computer science. Instructors interested in exposing their liberal arts students to the beautiful mathematics behind computer graphics will find a rich resource in this text.
Ancillaries:
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Table of Contents
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Chapters
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1. Topics in computer graphics
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I. Affine space
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2. Two-dimensional space
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A. Introduction to POV-Ray
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3. Affine transformations
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4. Three dimensions
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B. Arranging a scene
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5. Matrices
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II Ray tracing
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6. Lines of sight
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C. Constructive solid geometry
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7. Lines intersecting objects
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8. Three color models
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D. Reusable objects
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9. Lighting
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III. Animation
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10. Vector-valued functions
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E. First animations
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11. Bézier curves
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F. Making your own movie
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12. Bernstein polynomials
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13. Continuity and Bézier curves
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IV. Modeling
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14. Bézier surfaces
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G. Modeling with surfaces
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15. Subdivision surfaces
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Additional Material
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RequestsReview Copy – for publishers of book reviewsDesk Copy – for instructors who have adopted an AMS textbook for a courseInstructor's Solutions Manual – for instructors who have adopted an AMS textbook for a courseExamination Copy – for faculty considering an AMS textbook for a courseAccessibility – to request an alternate format of an AMS title
- Book Details
- Table of Contents
- Additional Material
- Requests
This text, by an award-winning author, was designed to accompany his first-year seminar in the mathematics of computer graphics. Readers learn the mathematics behind the computational aspects of space, shape, transformation, color, rendering, animation, and modeling. The software required is freely available on the Internet for Mac, Windows, and Linux.
The text answers questions such as these: How do artists build up realistic shapes from geometric primitives? What computations is my computer doing when it generates a realistic image of my 3D scene? What mathematical tools can I use to animate an object through space? Why do movies always look more realistic than video games?
Containing the mathematics and computing needed for making their own 3D computer-generated images and animations, the text, and the course it supports, culminates in a project in which students create a short animated movie using free software. Algebra and trigonometry are prerequisites; calculus is not, though it helps. Programming is not required. Includes optional advanced exercises for students with strong backgrounds in math or computer science. Instructors interested in exposing their liberal arts students to the beautiful mathematics behind computer graphics will find a rich resource in this text.
Ancillaries:
-
Chapters
-
1. Topics in computer graphics
-
I. Affine space
-
2. Two-dimensional space
-
A. Introduction to POV-Ray
-
3. Affine transformations
-
4. Three dimensions
-
B. Arranging a scene
-
5. Matrices
-
II Ray tracing
-
6. Lines of sight
-
C. Constructive solid geometry
-
7. Lines intersecting objects
-
8. Three color models
-
D. Reusable objects
-
9. Lighting
-
III. Animation
-
10. Vector-valued functions
-
E. First animations
-
11. Bézier curves
-
F. Making your own movie
-
12. Bernstein polynomials
-
13. Continuity and Bézier curves
-
IV. Modeling
-
14. Bézier surfaces
-
G. Modeling with surfaces
-
15. Subdivision surfaces