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**About this book :- **
**Calculus for Computer Graphics ** written by
** John Vince **

Calculus is one of those subjects that appears to have no boundaries, which is why some Calculus books are so large and heavy! So when I started writing the first edition of this book, I knew that it would not fall into this category. It would be around 200 pages long and take the reader on a gentle journey through the subject, without placing too many demands on their knowledge of mathematics. Apart from reviewing the original text and correcting a few typos, this second edition incorporates 3 extra chapters, and all 175 illustrations are in colour. I have also extended Chap. 9 on arc length to include parameterisation of curves.

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.

**Book Detail :- **
** Title: ** Calculus for Computer Graphics
** Edition: ** 2nd
** Author(s): ** John Vince
** Publisher: ** Springer
** Series: **
** Year: ** 2019
** Pages: ** 306
** Type: ** PDF
** Language: ** English
** ISBN: ** 978-3-030-11375-9
** Country: ** UK

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**About Author :- **

Author ** John Vince **
is M.Tech, Ph.D., D.Sc., C.Eng. He is Professor from Bournemouth University, Hereford, UK

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**Book Contents :- **
**Calculus for Computer Graphics (2E) ** written by
** John Vince **
cover the following topics.

1. Introduction

2. Functions

3. Limits and Derivatives

4. Derivatives and Antiderivatives

5. Higher Derivatives

7. Integral Calculus

8. Area Under a Graph

9. Arc Length and Parameterisation of Curves

10. Surface Area

11. Volume

12. Vector-Valued Functions

13. Tangent and Normal Vectors

14. Continuity

15. Curvature

16. Conclusion

Appendix A: Limit of ðsin hÞ=h

Appendix B: Integrating cosn h

Index

**Note:-**

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