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This updated version of Animation Maths is an accessible and
practical guide to animation programming. It opens with arithmetic,
solving systems and trigonometry fundamentals, then guides the
reader through standard topics such as real functions, the relevant
golden section, coordinate systems and vectors. All the subsequent
topics are programming oriented and calculus-free and have been
selected to add efficiency to your games and animations. In
addition to programmable kinematics, Animation Maths offers
collision detection, the parametric equations of lines and planes
in 3D, and matrices, which are covered in great detail. On its
extension to complex numbers, Animation Maths shows the abilities
of quaternions as superior 3D rotators.
"In this revised edition of Multimedia Maths, Ivo De Pauw and Bieke
Masselis cover screen related mathematical ideas, ranging from
trigonometry to transformations and reveal beziers in an
understandable fashion. It is a must have for every multimedia
professional." Fries Carton - Guerrilla Games, Amsterdam. This
basic maths textbook will guide the reader through several standard
topics, such as vectors and parameters. In addition to exploring
the golden section, Multimedia Maths offers surprising and
reality-based insights into Bezier curves and B-splines. Screen
effects and image handling are taken to a higher level via a
detailed outline of all the basic transformations. The book is
accompanied by a companion website. Visit www.multimediamaths.be
for online support and useful downloads.
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