Students studying different branches of computer graphics 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. In this 2nd edition the author extends the scope of the original book
to include applications of calculus in the areas of arc-length parameterisation of curves
geometric continuity tangent and normal vectors and curvature. 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 and seventy colour illustrations. This book
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 graphics games and animation.