Mathematics for Computer Graphics

Author: John A. Vince

Publisher: Springer Science & Business Media

ISBN: 9781849960236

Category: Computers

Page: 293

View: 9475

John Vince explains a wide range of mathematical techniques and problem-solving strategies associated with computer games, computer animation, virtual reality, CAD, and other areas of computer graphics. Covering all the mathematical techniques required to resolve geometric problems and design computer programs for computer graphic applications, each chapter explores a specific mathematical topic prior to moving forward into the more advanced areas of matrix transforms, 3D curves and surface patches. Problem-solving techniques using vector analysis and geometric algebra are also discussed. All the key areas are covered including: Numbers, Algebra, Trigonometry, Coordinate geometry, Transforms, Vectors, Curves and surfaces, Barycentric coordinates, Analytic geometry. Plus – and unusually in a student textbook – a chapter on geometric algebra is included.

My Revision Notes OCR A level Computer Science

Author: George Rouse,Sean O'Byrne,Jason Pitt

Publisher: Hodder Education

ISBN: 1471864804

Category: Computers

Page: 224

View: 5572

With My Revision Notes you can: Take control of your revision: plan and focus on the areas where you need to improve your knowledge and understanding with advice, summaries and notes from expert authors Achieve your potential by applying computing terms accurately with the help of definitions and key words on all topics Improve your exam skills by tackling exam-style and self-testing questions

Essential Mathematics for Science and Technology

Author: K. A. Stroud,Dexter J. Booth

Publisher: N.A

ISBN: 9780831133917

Category: Mathematics

Page: 728

View: 667

This is an entry level text for a wide range of courses in computer science, medicine, health sciences, social sciences, business, engineering and science. Using the phenomenally successful approach of the bestselling Engineering Mathematics by the same authors, it takes you through the math step-by-step with a wealth of examples and exercises. It is an appropriate refresher or brush-up for sci-tech and business students whose math skills need further development. Offers a unique module approach that takes users through the mathematics in a step-by-step fashion with a wealth of worked examples and exercises. Contains Quizzes, Learning Outcomes and Can You? Checklists that guide readers through each topic and focus understanding. Ideal as reference or a self-learning manual.

Foundation Mathematics for Computer Science

A Visual Approach

Author: John Vince

Publisher: Springer

ISBN: 3319214373

Category: Computers

Page: 334

View: 2156

John Vince describes a range of mathematical topics to provide a foundation for an undergraduate course in computer science, starting with a review of number systems and their relevance to digital computers, and finishing with differential and integral calculus. Readers will find that the author's visual approach will greatly improve their understanding as to why certain mathematical structures exist, together with how they are used in real-world applications. Each chapter includes full-colour illustrations to clarify the mathematical descriptions, and in some cases, equations are also coloured to reveal vital algebraic patterns. The numerous worked examples will consolidate comprehension of abstract mathematical concepts. Foundation Mathematics for Computer Science covers number systems, algebra, logic, trigonometry, coordinate systems, determinants, vectors, matrices, geometric matrix transforms, differential and integral calculus, and reveals the names of the mathematicians behind such inventions. During this journey, John Vince touches upon more esoteric topics such as quaternions, octonions, Grassmann algebra, Barycentric coordinates, transfinite sets and prime numbers. Whether you intend to pursue a career in programming, scientific visualisation, systems design, or real-time computing, you should find the author’s literary style refreshingly lucid and engaging, and prepare you for more advanced texts.

My Revision Notes AQA A-Level Computer Science

Author: Bob Reeves

Publisher: Hodder Education

ISBN: 1471864901

Category: Computers

Page: 224

View: 1067

With My Revision Notes you can: Take control of your revision: plan and focus on the areas where you need to improve your knowledge and understanding with advice, summaries and notes from expert authors Achieve your potential by applying computing terms accurately with the help of definitions and key words on all topics Improve your exam skills by tackling exam-style and self-testing questions

Essential Mathematics for Games and Interactive Applications, Third Edition

Author: James M. Van Verth,Lars M. Bishop

Publisher: CRC Press

ISBN: 1482250950

Category: Computers

Page: 592

View: 2135

Expert Guidance on the Math Needed for 3D Game Programming Developed from the authors’ popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes. New to the Third Edition Completely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting. The Foundation for Successful 3D Programming The book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation. An Introduction to Creating Real and Active Virtual Worlds This updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays. Web Resource A supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors’ GDC tutorials.

Fundamentals of Discrete Math for Computer Science

A Problem-Solving Primer

Author: Tom Jenkyns,Ben Stephenson

Publisher: Springer Science & Business Media

ISBN: 1447140699

Category: Computers

Page: 416

View: 3911

This textbook provides an engaging and motivational introduction to traditional topics in discrete mathematics, in a manner specifically designed to appeal to computer science students. The text empowers students to think critically, to be effective problem solvers, to integrate theory and practice, and to recognize the importance of abstraction. Clearly structured and interactive in nature, the book presents detailed walkthroughs of several algorithms, stimulating a conversation with the reader through informal commentary and provocative questions. Features: no university-level background in mathematics required; ideally structured for classroom-use and self-study, with modular chapters following ACM curriculum recommendations; describes mathematical processes in an algorithmic manner; contains examples and exercises throughout the text, and highlights the most important concepts in each section; selects examples that demonstrate a practical use for the concept in question.

All the Math You'll Ever Need

A Self-Teaching Guide

Author: Steve Slavin

Publisher: John Wiley & Sons

ISBN: 0471674028

Category: Mathematics

Page: 240

View: 3912

A sharp mind, like a healthy body, is subject to the same rule of nature: Use it or lose it Need a calculator just to work out a 15 percent service charge? Not exactly sure how to get the calculator to give you the figure you need? Turn to this revised and updated edition of All the Math You'll Ever Need, the friendliest, funniest, and easiest workout program around. In no time, you'll have total command of all the powerful mathematical tools needed to make numbers work for you. In a dollars-and-cents, bottom-line world, where numbers influence everything, none of us can afford to let our math skills atrophy. This step-by-step personal math trainer: Refreshes practical math skills for your personal and professional needs, with examples based on everyday situations. Offers straightforward techniques for working with decimals and fractions. Demonstrates simple ways to figure discounts, calculate mortgage interest rates, and work out time, rate, and distance problems. Contains no complex formulas and no unnecessary technical terms.

Computing for Ordinary Mortals

Author: Robert St. Amant

Publisher: Oxford University Press

ISBN: 0199775303

Category: Computers

Page: 246

View: 5399

In Computing for Ordinary Mortals, cognitive scientist and AI expert Robert St. Amant explains what he calls, "the really interesting part" of computing, which are the ideas behind the technology. They're powerful ideas, and the foundations for everything that computers do, but they are little discussed. This book will not tell you how to use your computer, but it will give you a conceptual tour of how it works. Some of the ideas, like modularity which are so embedded in what we do as humans, can also give us insight into our own daily activities, how we interact with other people, and in some cases even what's going on in our heads. Computing is all around us, and, to quote Richard Hamming, the influential mathematician and computer scientist, "The purpose of computing is insight, not numbers," and it is this insight that informs the entire book.

Guide to Essential Math

A Review for Physics, Chemistry and Engineering Students

Author: Sy M. Blinder

Publisher: Newnes

ISBN: 0124071589

Category: Mathematics

Page: 320

View: 7987

This book reminds students in junior, senior and graduate level courses in physics, chemistry and engineering of the math they may have forgotten (or learned imperfectly) that is needed to succeed in science courses. The focus is on math actually used in physics, chemistry, and engineering, and the approach to mathematics begins with 12 examples of increasing complexity, designed to hone the student's ability to think in mathematical terms and to apply quantitative methods to scientific problems. Detailed illustrations and links to reference material online help further comprehension. The second edition features new problems and illustrations and features expanded chapters on matrix algebra and differential equations. Use of proven pedagogical techniques developed during the author’s 40 years of teaching experience New practice problems and exercises to enhance comprehension Coverage of fairly advanced topics, including vector and matrix algebra, partial differential equations, special functions and complex variables

Mathematics for 3D Game Programming and Computer Graphics, Third Edition

Author: Eric Lengyel

Publisher: Cengage Learning

ISBN: 1435458877

Category: Computer games

Page: 576

View: 2172

This updated third edition addresses the mathematical skills that a programmer needs to develop a 3D game engine and computer graphics for professional-level games. MATHEMATICS FOR 3D GAME PROGRAMMING & COMPUTER GRAPHICS, THIRD EDITION is suitable for adv

Maths for Computing and Information Technology

Author: Frank Giannasi,Robert Low

Publisher: Addison-Wesley Longman

ISBN: 9780582236547

Category: Computers

Page: 259

View: 1110

The Essential Maths for Students series provides the fundamental mathematical and statistical techniques required by students entering Higher Education in a wide range of courses. Reflecting the needs of both student and lecturer, each text assumes little previous knowledge and is designed to raise the reader's proficiency to the level required by today's courses. Maths for Computing and Information Technology provides a solid introductory grounding in the maths required for modules or courses in computer science and information technology. Through worked examples, highlighted key points and self-assessment questions, the book explains essential mathematical ideas and applies them to the I.T. field. Topics covered include propositional and predicate calculus, matrices, sets, mathematical proofs, probability, co-ordinate geometry and finite state automata.

OCR as and a Level Computer Science

Author: P M Heathcote,R S U Heathcote

Publisher: N.A

ISBN: 9781910523056

Category:

Page: N.A

View: 2722

The aim of this book is to provide detailed coverage of the topics in the new OCR AS and A Level Computer Science specifications H046 / H446. The book is divided into twelve sections and within each section, each chapter covers material that can comfortably be taught in one or two lessons. Material that is applicable only to the second year of the full A Level is clearly marked. Sometimes this may include an entire chapter and at other times, just a small part of a chapter. Each chapter contains exercises and questions, some new and some from past examination questions. Answers to all these are available to teachers only in a free Teacher's Pack which can be ordered from our website www.pgonline.co.uk. This book has been written to cover the topics which will be examined in the written papers at both AS and A Level. Sections 10, 11 and 12 relate principally to problem solving skills, with programming techniques covered in sufficient depth to allow students to answer questions in Component 02. Pseudocode, rather than any specific programming language, is used in the algorithms given in the text. Sample Python programs which implement many of the algorithms are included in a folder with the Teacher's Pack.

Essential Maths Skills for AS/a-Level Geography

Author: Helen Harris

Publisher: Philip Allan

ISBN: 9781471863554

Category:

Page: 96

View: 7237

Don't let your students miss out on easy marks; help them improve their skills and feel confident about the maths they need for A-level Geography with this essential guide. If your students struggle with student t-test or Spearman rank correlation, this is the book for them. This textbook companion will improve students' essential maths skills for geography, whichever awarding body specification you're following. You can use it throughout the course, whenever you feel your students need some extra help. - Develop understanding of both maths and geography using worked examples and questions that are all set within a geography context - Improve confidence with a step-by-step approach to every maths skill - Measure progress with guided and non-guided questions that show how students are improving - Enable students to see where they're going wrong by referring to full worked solutions for every question - Feel confident with expert guidance from experienced teacher, examiner, and specification developer Helen Harris, reviewed by Steve Brace, Head of Education & Outdoor Learning at the Royal Geographical Society

Aqa as and a Level Computer Science

Author: P. M. Heathcote,R. Su Heathcote

Publisher: N.A

ISBN: 9781910523070

Category:

Page: 406

View: 8438

Our new A Level textbook is written in the straightforward, easy-to-grasp style for which Pat Heathcote and Rob Heathcote are well-known. Each chapter in the book corresponds to roughly one lesson, and contains questions and exercises which can be done in class, as well as questions at the end of each chapter which can be set as homework. Answers to all questions are provided in downloadable pdf format available free to teachers from the PG Online website. This book is divided into twelve sections comprising 72 chapters, which together provide complete coverage of the new AS and A Level course. Two short appendices contain A Level content that could be taught in the first year of the course as an extension to related AS topics. The specification is written in such a way that AS and A Level students can be taught together. Programming solutions within the textbook are all written in pseudocode to suit all practical languages being taught alongside the theory. To accompany this textbook, PG Online also publishes a series of six downloadable teaching units. Each topic in a unit consists of a PowerPoint presentation, teacher's notes, worksheets, homework sheets and a final assessment test with exam-style questions. Pat Heathcote and Rob Heathcote both have years of experience as teachers, authors and examiners.

Mathematics for Computer Science

Author: Eric Lehman,F. Thomson Leighton,Albert R. Meyer

Publisher: N.A

ISBN: 9789888407064

Category:

Page: 979

View: 5453

This book covers elementary discrete mathematics for computer science and engineering. It emphasizes mathematical definitions and proofs as well as applicable methods. Topics include formal logic notation, proof methods; induction, well-ordering; sets, relations; elementary graph theory; integer congruences; asymptotic notation and growth of functions; permutations and combinations, counting principles; discrete probability. Further selected topics may also be covered, such as recursive definition and structural induction; state machines and invariants; recurrences; generating functions.

Aqa a Level Year 2 Computer Science

Author: P. M. Heathcote,R. Su Heathcote

Publisher: N.A

ISBN: 9781910523032

Category:

Page: 214

View: 6445

Our new A Level Year 2 textbook is written in the straightforward, easy-to-grasp style for which Pat Heathcote and Rob Heathcote are well-known. Each chapter in the book corresponds to roughly one lesson, and contains questions and exercises which can be done in class, as well as questions at the end of each chapter which can be set as homework. Answers to all questions are provided in downloadable pdf format available free to teachers from the PG Online website. This book is divided into six sections comprising 36 chapters, which together provide complete coverage of the second year of the A Level course. Two short appendices contain A Level content that could be taught in the first year of the course as an extension to related AS topics. Programming solutions within the textbook are all written in pseudocode to suit all practical languages being taught alongside the theory. To accompany this textbook, PG Online also publishes a series of six downloadable teaching units. Each topic in a unit consists of a PowerPoint presentation, teacher's notes, worksheets, homework sheets and a final assessment test with exam-style questions. Pat Heathcote and Rob Heathcote both have years of experience as teachers, authors and examiners.