eBook ISBN:  9781614441229 
Product Code:  CLRM/51.E 
List Price:  $55.00 
MAA Member Price:  $41.25 
AMS Member Price:  $41.25 
eBook ISBN:  9781614441229 
Product Code:  CLRM/51.E 
List Price:  $55.00 
MAA Member Price:  $41.25 
AMS Member Price:  $41.25 

Book DetailsClassroom Resource MaterialsVolume: 51; 2016; 462 pp
This text, by an awardwinning author, was designed to accompany his firstyear 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 computergenerated 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:

Table of Contents

Chapters

1. Topics in computer graphics

I. Affine space

2. Twodimensional space

A. Introduction to POVRay

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. Vectorvalued 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


Additional Material

RequestsReview Copy – for publishers of book reviewsDesk Copy – for instructors who have adopted an AMS textbook for a courseInstructor's Manual – for instructors who have adopted an AMS textbook for a course and need the instructor's manualExamination 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
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This text, by an awardwinning author, was designed to accompany his firstyear 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 computergenerated 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. Twodimensional space

A. Introduction to POVRay

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. Vectorvalued 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