Search
  Shop

Aerospace Engineering

Automotive Engineering

CAD

Chemical Engineering

Construction Engineering

HVAC Engineering

Mechanical Engineering

 
 
 
 
 
 
 
 
 
Home

CAD

Mathematics for Computer Graphics Applications

Mathematics for Computer Graphics Applications
Email a friendEmailView larger imageZoom

Mathematics for Computer Graphics Applications

 
SKU:  

BKK-06145980-K

In Stock
Availability:   Usually ships in 1 business days
Only 4 left in stock, order soon!
 
 

This completely revised Second Edition of "Computer Graphics" includes valuable information on major organizational changes within the last few years. This edition brings to the fore the basic mathematical tools of computer graphics, including vectors, matrices, and transformations. Additionally, it provides a strong, comprehensive base in exploring math, computer science, physics, engineering, and in special subjects such as algebraic and computational geometry, geometric modeling, and CAD/CAM. A highly diversified book that can be utilized as a primary textbook, supplemental teaching resource, individual tutorial, or key reference text.
  • Includes new chapters on symmetry, limit and continuity, constructive solid geometry, and the Bezier curve.
  • Provides many new figures and exercises.
  • Contains an annotated suggested reading list with exercises and answers in each chapter.
  • Appeals to both academics and professionals.
  • Offers a new solutions manual for instructors.

 
List Price: $52.95
Our Price: $40.97 & this item ships for FREE with Super Saver Shipping.
You Save: $11.98 (23%)
 
 

Note: Item may be sold and shipped by another company. Learn more.


Product Promotions
  • Buy $50 in qualifying physical textbooks, get $2 in Amazon MP3 Credit.  Here's how (restrictions apply)

Product Details
Author:Michael Mortenson
Hardcover:416 pages
Publisher:Industrial Press, Inc.
Publication Date:January 11, 1999
Language:English
ISBN:083113111X
Product Length:10.24 inches
Product Width:7.23 inches
Product Height:1.0 inches
Product Weight:2.09 pounds
Package Length:10.24 inches
Package Width:7.23 inches
Package Height:1.0 inches
Package Weight:2.09 pounds
Average Customer Rating: based on 9 reviews

Customer Reviews
Average Customer Review:4.0 ( 9 customer reviews )
Write an online review and share your thoughts with other customers.

Most Helpful Customer Reviews

33 of 33 found the following review helpful:


4This book seems to be *the* book on this topic.  Mar 17, 2000 By John G. Ferguson "undoingemptyvoid"
I am only in the first 1/4 of this book, but I can say that the text is clear and the exercises are useful. A small down side was some typos in the solved exercises, that's why it is a 4.

While I haven't finised the text yet, I peeked ahead and it seems to be a winner. I chose this book to be my backgrounder before going through Watt's 3rd Ed. on Computer Graphics.

I find that this book shows me math tools and I actually think about why they are useful, not just how they are useful.

I think it is sad that algorithms books get more reviews (and sales?) while accessible, foundational books like this one get ignored, based on the low number of reviews. Maybe its because they don't use a slick looking sample of ray tracing or radiosity on the front cover ;-).

This is a book for first principles! Check it out.

14 of 14 found the following review helpful:


5This is the book for would be game developers.  Dec 18, 2000 By Lemont A. Washington
I have many books on the subject, but this one takes the cake. Of all my books this one explains the fundamental math algorithms in ENGLISH and allows you to intuitively understand things both from a purelely mathematical standpoint as well as from a geometric standpoint. I consulted this book after having problems understanding linear combinations and basis, and how it applies to computing the plane equation. I also learnt how to geometrically interpret the dot product. This book is inexpensive considering the subject, and a welcome addition to any personal library if your learning these things. I'm building a 3D engine for MAC/PC that require a solid understanding of linear algebra and this is basically what this book has to offer.

5 of 5 found the following review helpful:


3Good geometry and few computer stuff  Nov 07, 2006 By Jose Parrot
This 2nd edition of a 1989 book maintains its mathematic approach with few or no relation to computers. The long title suggests a book with practical examples, but what it contains is pure math. Just to give an idea, the word "pixel" appears just in one page. However, the basics on hypernumbers, introduction on matrix methods, limits, points, lines, CSG spend half of book.

Computer Graphics today is much more than geometry, by the way solved by powerful graphics cards and APIs like OpenGL. Scientific visualization uses intensively colors, transparencies, movements, animation and none of these subjects are even touched. Nowadays mathematics apply also to fog, antialianing, specular, caustics, LOD, transparencies, reflexes, lightning. Unfortunately these math applications aren't tackled in this book. So, don't expect to find computer graphics in this book, as we understand it today. This is still a 1989 book.

If the title was just "Computer Graphics: An Introduction to the Mathematics and Geometry", as in its first edition, it was more related to its content. Unfortunately, just extending the book's title doesn't make it up-to-date.

10 of 12 found the following review helpful:


5Good resource for game developers  Jan 07, 2001 By Jonathan D. Decarlo
This is a good book that is better suited as a reference than a text book. The book seems to be set up with that in mind as the format allows for each concept covered to be easily found. For example, I have taken a course in Linear Algebra. I was still a little shakey about the rotation matricies that are commonly used in game programming. This book brought me up to speed in no time, but if I hadn't taken Linear Algebra, I'm not so sure that I would have fully understood that section. But again, overall this is a great reference to have around!

7 of 9 found the following review helpful:


1Don't. No, no, no.  Oct 15, 2005 By Henry Lenzi
I can't understand the raving reviews. It is weak on math, and has no practical example on CG.

Let me give you an example: Chapter 2 (allegedly on "Matrix Methods"), exercise 2.20 (there are 25): Compute the determinant of the following matrix (I'll use Matlab/Scilab notation): M = [ 2 0; -3 2] Are you serious? What about learning Limits and Continuity in one short chapter? No comments...Seriously, if you don't already know this stuff, should you be looking at CG in the first place?

After I got this book, I got F.S. Hill's Computer graphics Using OpenGL, which is much thicker, mathematically oriented, and has practical examples in C++, and Parberry's and Dunn's 3D Math Primer for Graphics and Game Development which doesn't attempt so much as Hill's and Mortenson's, but has nice code in C++. There might be better options. Not to mention that one has to buy and study real math books.

I give it 1 star as the book falls short of its stated goals of preparing the reader for more advanced study.

See all 9 customer reviews on Amazon.com

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 About UsContact Us
HVACNews.comHVACCareers.comBusinessMVP.comCareerMVP.com