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  • Textbook
  • © 2013

Calculus for Computer Graphics

Authors:

  • Provides a concise journey through the subject of calculus
  • Emphasises the relationship between calculus and geometry, relevant to the computer graphics, animation and games communities
  • Chapters are self-contained, allowing readers singular sources of reference for all aspects of calculus
  • Includes supplementary material: sn.pub/extras

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Table of contents (13 chapters)

  1. Front Matter

    Pages I-XIII
  2. Introduction

    • John Vince
    Pages 1-1
  3. Functions

    • John Vince
    Pages 3-15
  4. Limits and Derivatives

    • John Vince
    Pages 17-30
  5. Derivatives and Antiderivatives

    • John Vince
    Pages 31-66
  6. Higher Derivatives

    • John Vince
    Pages 67-74
  7. Partial Derivatives

    • John Vince
    Pages 75-85
  8. Integral Calculus

    • John Vince
    Pages 87-115
  9. Area Under a Graph

    • John Vince
    Pages 117-134
  10. Arc Length

    • John Vince
    Pages 135-151
  11. Surface Area

    • John Vince
    Pages 153-178
  12. Volume

    • John Vince
    Pages 179-207
  13. Vector-Valued Functions

    • John Vince
    Pages 209-215
  14. Conclusion

    • John Vince
    Pages 217-217
  15. Back Matter

    Pages 219-227

About this book

Students studying computer animation and computer games have to be familiar with geometry, matrices, vectors, rotation transforms, quaternions, curves and surfaces, and as computer graphics software becomes increasingly sophisticated, calculus is also being used to resolve its associated problems.

The author draws upon his experience in teaching mathematics to undergraduates to make calculus appear no more challenging than any other branch of mathematics. He introduces the subject by examining how functions depend upon their independent variables, and then derives the appropriate mathematical underpinning and definitions. This gives rise to a function’s derivative and its antiderivative, or integral. Using the idea of limits, the reader is introduced to derivatives and integrals of many common functions. Other chapters address higher-order derivatives, partial derivatives, Jacobians, vector-based functions, single, double and triple integrals, with numerous worked examples, and over a hundred illustrations.

Calculus for Computer Graphics complements the author’s other books on mathematics for computer graphics, and assumes that the reader is familiar with everyday algebra, trigonometry, vectors and determinants. After studying this book, the reader should understand calculus and its application within the world of computer games and animation.

Reviews

From the reviews:

“The book is intended for students studying computer graphics and/or animation. … it can also be used as a textbook of elementary calculus for all students since the topic is presented in general, without any specific applications. The presentation is very clear, followed by a lot of examples and figures. It is a good starting point into the world of calculus in general.” (Agnieszka Lisowska, zbMATH, Vol. 1283, 2014)

Authors and Affiliations

  • Bournemouth University, United Kingdom

    John Vince

About the author

Prof John Vince began working in computer graphics at Middlesex Polytechnic in 1968. His research activities centered on computer animation software and resulted in the PICASO and PRISM animation systems. Whilst at Middlesex, he designed the UK’s first MSc course in Computer Graphics, and developed a popular program of short courses in computer animation for television designers. In 1986 he joined Rediffusion Simulation as a Research Consultant and worked on the development of real-time computer systems for commercial flight simulators. In 1992 he was appointed Chief Scientist of Thomson Training Simulation Ltd. In 1995 he was appointed Professor of Digital Media at the National Centre for Computer Animation at Bournemouth University, and in 1999 he was made Head of Academic Group for Computer Animation. He was awarded a DSc by Brunel University in recognition of his work in computer graphics. He has written and edited over 40 books on computer graphics, computer animation and virtual reality, including the following Springer titles:

  • Matrix Transforms for Computer Games and Animation (2012)
  • Expanding the Frontiers of Visual Analytics and Visualization (2012)
  • Quaternions for Computer Graphics (2011)
  • Rotation Transforms for Computer Graphics (2011)
  • Mathematics for Computer Graphics, 3rd Edition (2010)

Bibliographic Information

Buy it now

Buying options

eBook USD 44.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Other ways to access