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Published by Guildford, Surrey : Springer London, 2012
ISBN 10: 1447143205 ISBN 13: 9781447143208
Language: English
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Add to basketObr. X, 178 S. : 45 schw.-w. Ill., 8 schw.-w. Tab. Sprache: Englisch Gewicht in Gramm: 342.
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Published by Springer London, Springer London, 2012
ISBN 10: 1447143205 ISBN 13: 9781447143208
Language: English
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Add to basketTaschenbuch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - Matrix transforms are ubiquitous within the world of computer graphics, where they have become an invaluable tool in a programmer's toolkit for solving everything from 2D image scaling to 3D rotation about an arbitrary axis. Virtually every software system and hardware graphics processor uses matrices to undertake operations such as scaling, translation, reflection and rotation. Nevertheless, for some newcomers to the world of computer games and animation, matrix notation can appear obscure and challenging.Matrices and determinants were originally used to solve groups of simultaneous linear equations, and were subsequently embraced by the computer graphics community to describe the geometric operations for manipulating two- and three-dimensional structures. Consequently, to place matrix notation within an historical context, the author provides readers with some useful background to their development, alongside determinants.Although it is assumed that the reader is familiar with everyday algebra and the solution of simultaneous linear equations, Matrix Transforms for Computer Games and Animation does not expect any prior knowledge of matrix notation. It includes chapters on matrix notation, determinants, matrices, 2D transforms, 3D transforms and quaternions, and includes many worked examples to illustrate their practical use.
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Add to basketCondition: New. This book is an introduction to matrix transforms, which are ubiquitous in the world of computer graphics. Covers notation, determinants, matrices, 2D transforms, 3D transforms and quaternions, and offers many worked examples to illustrate their practical use. Num Pages: 166 pages, 45 black & white illustrations, 8 black & white tables, biography. BIC Classification: PB; UYQV; UYT. Category: (P) Professional & Vocational. Dimension: 235 x 155 x 10. Weight in Grams: 296. . 2012. 2012th Edition. Paperback. . . . .
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Published by Springer-Verlag New York Inc, 2012
ISBN 10: 1447143205 ISBN 13: 9781447143208
Language: English
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Paperback. Condition: Brand New. 2012 edition. 177 pages. 9.00x6.10x0.50 inches. In Stock.
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Add to basketCondition: New. This book is an introduction to matrix transforms, which are ubiquitous in the world of computer graphics. Covers notation, determinants, matrices, 2D transforms, 3D transforms and quaternions, and offers many worked examples to illustrate their practical use. Num Pages: 166 pages, 45 black & white illustrations, 8 black & white tables, biography. BIC Classification: PB; UYQV; UYT. Category: (P) Professional & Vocational. Dimension: 235 x 155 x 10. Weight in Grams: 296. . 2012. 2012th Edition. Paperback. . . . . Books ship from the US and Ireland.
Published by Springer London Ltd, England, 2012
ISBN 10: 1447143205 ISBN 13: 9781447143208
Language: English
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Add to basketPaperback. Condition: new. Paperback. Matrix transforms are ubiquitous within the world of computer graphics, where they have become an invaluable tool in a programmers toolkit for solving everything from 2D image scaling to 3D rotation about an arbitrary axis. Virtually every software system and hardware graphics processor uses matrices to undertake operations such as scaling, translation, reflection and rotation. Nevertheless, for some newcomers to the world of computer games and animation, matrix notation can appear obscure and challenging.Matrices and determinants were originally used to solve groups of simultaneous linear equations, and were subsequently embraced by the computer graphics community to describe the geometric operations for manipulating two- and three-dimensional structures. Consequently, to place matrix notation within an historical context, the author provides readers with some useful background to their development, alongside determinants.Although it is assumed that the reader is familiar with everyday algebra and the solution of simultaneous linear equations, Matrix Transforms for Computer Games and Animation does not expect any prior knowledge of matrix notation. It includes chapters on matrix notation, determinants, matrices, 2D transforms, 3D transforms and quaternions, and includes many worked examples to illustrate their practical use. This book is an introduction to matrix transforms, which are ubiquitous in the world of computer graphics. Covers notation, determinants, matrices, 2D transforms, 3D transforms and quaternions, and offers many worked examples to illustrate their practical use. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
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Published by Springer London Ltd, England, 2012
ISBN 10: 1447143205 ISBN 13: 9781447143208
Language: English
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Add to basketPaperback. Condition: new. Paperback. Matrix transforms are ubiquitous within the world of computer graphics, where they have become an invaluable tool in a programmers toolkit for solving everything from 2D image scaling to 3D rotation about an arbitrary axis. Virtually every software system and hardware graphics processor uses matrices to undertake operations such as scaling, translation, reflection and rotation. Nevertheless, for some newcomers to the world of computer games and animation, matrix notation can appear obscure and challenging.Matrices and determinants were originally used to solve groups of simultaneous linear equations, and were subsequently embraced by the computer graphics community to describe the geometric operations for manipulating two- and three-dimensional structures. Consequently, to place matrix notation within an historical context, the author provides readers with some useful background to their development, alongside determinants.Although it is assumed that the reader is familiar with everyday algebra and the solution of simultaneous linear equations, Matrix Transforms for Computer Games and Animation does not expect any prior knowledge of matrix notation. It includes chapters on matrix notation, determinants, matrices, 2D transforms, 3D transforms and quaternions, and includes many worked examples to illustrate their practical use. This book is an introduction to matrix transforms, which are ubiquitous in the world of computer graphics. Covers notation, determinants, matrices, 2D transforms, 3D transforms and quaternions, and offers many worked examples to illustrate their practical use. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
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Add to basketCondition: new. Questo è un articolo print on demand.
Published by Springer London Jun 2012, 2012
ISBN 10: 1447143205 ISBN 13: 9781447143208
Language: English
Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germany
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Add to basketTaschenbuch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Matrix transforms are ubiquitous within the world of computer graphics, where they have become an invaluable tool in a programmer's toolkit for solving everything from 2D image scaling to 3D rotation about an arbitrary axis. Virtually every software system and hardware graphics processor uses matrices to undertake operations such as scaling, translation, reflection and rotation. Nevertheless, for some newcomers to the world of computer games and animation, matrix notation can appear obscure and challenging.Matrices and determinants were originally used to solve groups of simultaneous linear equations, and were subsequently embraced by the computer graphics community to describe the geometric operations for manipulating two- and three-dimensional structures. Consequently, to place matrix notation within an historical context, the author provides readers with some useful background to their development, alongside determinants.Although it is assumed that the reader is familiar with everyday algebra and the solution of simultaneous linear equations, Matrix Transforms for Computer Games and Animation does not expect any prior knowledge of matrix notation. It includes chapters on matrix notation, determinants, matrices, 2D transforms, 3D transforms and quaternions, and includes many worked examples to illustrate their practical use. 180 pp. Englisch.
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Add to basketPaperback / softback. Condition: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days 312.
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Add to basketCondition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Assumes no prior knowledge of matrix notationChapters contain practical worked examplesEasy to read descriptions on how to apply matrix notation within the world of computer games and animationMatrix transforms are ubiquitous wit.
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Condition: New. Print on Demand pp. 180 45 Illus.
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Add to basketCondition: New. PRINT ON DEMAND pp. 180.
Published by Springer London, Springer London Jun 2012, 2012
ISBN 10: 1447143205 ISBN 13: 9781447143208
Language: English
Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germany
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Add to basketTaschenbuch. Condition: Neu. This item is printed on demand - Print on Demand Titel. Neuware -Matrix transforms are ubiquitous within the world of computer graphics, where they have become an invaluable tool in a programmer¿s toolkit for solving everything from 2D image scaling to 3D rotation about an arbitrary axis. Virtually every software system and hardware graphics processor uses matrices to undertake operations such as scaling, translation, reflection and rotation. Nevertheless, for some newcomers to the world of computer games and animation, matrix notation can appear obscure and challenging.Matrices and determinants were originally used to solve groups of simultaneous linear equations, and were subsequently embraced by the computer graphics community to describe the geometric operations for manipulating two- and three-dimensional structures. Consequently, to place matrix notation within an historical context, the author provides readers with some useful background to their development, alongside determinants.Although it is assumed that the reader is familiar with everyday algebra and the solution of simultaneous linear equations, Matrix Transforms for Computer Games and Animation does not expect any prior knowledge of matrix notation. It includes chapters on matrix notation, determinants, matrices, 2D transforms, 3D transforms and quaternions, and includes many worked examples to illustrate their practical use.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 180 pp. Englisch.