Gerald Farin – författare
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Linear algebra is growing in importance. 3D entertainment, animations in movies and video games are developed using linear algebra. Animated characters are generated using equations straight out of this book. Linear algebra is used to extract knowledge from the massive amounts of data generated from modern technology.
The Fourth Edition of this popular text introduces linear algebra in a comprehensive, geometric, and algorithmic way. The authors start with the fundamentals in 2D and 3D, then move on to higher dimensions, expanding on the fundamentals and introducing new topics, which are necessary for many real-life applications and the development of abstract thought. Applications are introduced to motivate topics.
The subtitle, A Geometry Toolbox, hints at the book’s geometric approach, which is supported by many sketches and figures. Furthermore, the book covers applications of triangles, polygons, conics, and curves. Examples demonstrate each topic in action.
This practical approach to a linear algebra course, whether through classroom instruction or self-study, is unique to this book.
New to the Fourth Edition:
Ten new application sections.
A new section on change of basis. This concept now appears in several places.
Chapters 14-16 on higher dimensions are notably revised.
A deeper look at polynomials in the gallery of spaces.
Introduces the QR decomposition and its relevance to least squares.
Similarity and diagonalization are given more attention, as are eigenfunctions.
A longer thread on least squares, running from orthogonal projections to a solution via SVD and the pseudoinverse.
More applications for PCA have been added.
More examples, exercises, and more on the kernel and general linear spaces.
A list of applications has been added in Appendix A.
The book gives instructors the option of tailoring the course for the primary interests of their students: mathematics, engineering, science, computer graphics, and geometric modeling.
1 009 kr
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Linear algebra is growing in importance. 3D entertainment, animations in movies and video games are developed using linear algebra. Animated characters are generated using equations straight out of this book. Linear algebra is used to extract knowledge from the massive amounts of data generated from modern technology.
The Fourth Edition of this popular text introduces linear algebra in a comprehensive, geometric, and algorithmic way. The authors start with the fundamentals in 2D and 3D, then move on to higher dimensions, expanding on the fundamentals and introducing new topics, which are necessary for many real-life applications and the development of abstract thought. Applications are introduced to motivate topics.
The subtitle, A Geometry Toolbox, hints at the book’s geometric approach, which is supported by many sketches and figures. Furthermore, the book covers applications of triangles, polygons, conics, and curves. Examples demonstrate each topic in action.
This practical approach to a linear algebra course, whether through classroom instruction or self-study, is unique to this book.
New to the Fourth Edition:
Ten new application sections.
A new section on change of basis. This concept now appears in several places.
Chapters 14-16 on higher dimensions are notably revised.
A deeper look at polynomials in the gallery of spaces.
Introduces the QR decomposition and its relevance to least squares.
Similarity and diagonalization are given more attention, as are eigenfunctions.
A longer thread on least squares, running from orthogonal projections to a solution via SVD and the pseudoinverse.
More applications for PCA have been added.
More examples, exercises, and more on the kernel and general linear spaces.
A list of applications has been added in Appendix A.
The book gives instructors the option of tailoring the course for the primary interests of their students: mathematics, engineering, science, computer graphics, and geometric modeling.
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This fifth edition has been fully updated to cover the many advances made in CAGD and curve and surface theory since 1997, when the fourth edition appeared. Material has been restructured into theory and applications chapters. The theory material has been streamlined using the blossoming approach; the applications material includes least squares techniques in addition to the traditional interpolation methods. In all other respects, it is, thankfully, the same. This means you get the informal, friendly style and unique approach that has made Curves and Surfaces for CAGD: A Practical Guide a true classic.
The book's unified treatment of all significant methods of curve and surface design is heavily focused on the movement from theory to application. The author provides complete C implementations of many of the theories he discusses, ranging from the traditional to the leading-edge. You'll gain a deep, practical understanding of their advantages, disadvantages, and interrelationships, and in the process you'll see why this book has emerged as a proven resource for thousands of other professionals and academics.
Provides authoritative and accessible information for those working with or developing computer-aided geometric design applications Covers all significant CAGD curve and surface design techniques-from the traditional to the experimental Includes a new chapter on recursive subdivision and triangular meshes Presents topical programming exercises useful to professionals and students alike2 674 kr
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Geometric Modelling
Dagstuhl 1996
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