Math for Programmers 3D graphics machine learning and simulations with Python 1st Edition BY Paul Orland – Ebook PDF Instant Download/Delivery: 1638357072, 978-1638357070
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Product details:
ISBN 10: 1638357072
ISBN 13: 978-1638357070
Author: Paul Orland
Math for Programmers 3D graphics machine learning and simulations with Python 1st Table of contents:
Part 1: Vectors and Graphics
1. Learning Math with Code
- 1.1 Solving Lucrative Problems with Math and Software
- Predicting financial market movements
- Finding a good deal
- Building 3D graphics and animations
- Modeling the physical world
- 1.2 How Not to Learn Math
- Jane wants to learn some math
- Slogging through math textbooks
- 1.3 Using Your Well-Trained Left Brain
- Using a formal language
- Build your own calculator
- Building abstractions with functions
- Summary
2. Drawing with 2D Vectors
- 2.1 Picturing 2D Vectors
- Representing 2D vectors
- 2D drawing in Python
- Exercises
- 2.2 Plane Vector Arithmetic
- Vector components and lengths
- Multiplying vectors by numbers
- Subtraction, displacement, and distance
- Exercises
- 2.3 Angles and Trigonometry in the Plane
- From angles to components
- Radians and trigonometry in Python
- From components back to angles
- Exercises
- 2.4 Transforming Collections of Vectors
- Combining vector transformations
- Exercises
- 2.5 Drawing with Matplotlib
- Summary
3. Ascending to the 3D World
- 3.1 Picturing Vectors in 3D Space
- Representing 3D vectors with coordinates
- 3D drawing with Python
- Exercises
- 3.2 Vector Arithmetic in 3D
- Adding 3D vectors
- Scalar multiplication in 3D
- Subtracting 3D vectors
- Computing lengths and distances
- Computing angles and directions
- Exercises
- 3.3 The Dot Product: Measuring Vector Alignment
- Picturing the dot product
- Computing the dot product
- Measuring angles with the dot product
- Exercises
- 3.4 The Cross Product: Measuring Oriented Area
- Orienting ourselves in 3D
- Finding the direction and length of the cross product
- Exercises
- 3.5 Rendering a 3D Object in 2D
- Defining a 3D object with vectors
- Projecting to 2D
- Orienting faces and shading
- Exercises
- Summary
4. Transforming Vectors and Graphics
- 4.1 Transforming 3D Objects
- Drawing a transformed object
- Composing vector transformations
- Rotating an object about an axis
- Inventing your own geometric transformations
- Exercises
- 4.2 Linear Transformations
- Preserving vector arithmetic
- Visualizing linear transformations
- Why linear transformations?
- Computing linear transformations
- Exercises
- Summary
5. Computing Transformations with Matrices
- 5.1 Representing Linear Transformations with Matrices
- Writing vectors and transformations as matrices
- Multiplying a matrix with a vector
- Composing transformations by matrix multiplication
- 3D animation with matrix transformations
- Exercises
- 5.2 Interpreting Matrices of Different Shapes
- Column vectors as matrices
- Viewing matrices as vector functions
- Projection as a linear map
- Composing linear maps
- Exercises
- 5.3 Translating Vectors with Matrices
- Translating 3D objects
- Combining translation with other transformations
- Exercises
- Summary
6. Generalizing to Higher Dimensions
- 6.1 Generalizing Our Definition of Vectors
- Creating and improving vector classes
- Defining vector spaces
- Unit testing vector space classes
- Exercises
- 6.2 Exploring Different Vector Spaces
- Treating functions and matrices as vectors
- Manipulating images with vector operations
- Exercises
- 6.3 Looking for Smaller Vector Spaces
- Identifying subspaces and their dimensions
- Exercises
- Summary
7. Solving Systems of Linear Equations
- 7.1 Designing an Arcade Game
- Modeling and rendering the game
- Shooting the laser
- Exercises
- 7.2 Finding Intersection Points of Lines
- Solving linear equations with NumPy
- Deciding if the laser hits an asteroid
- Exercises
- 7.3 Generalizing Linear Equations to Higher Dimensions
- Solving linear equations in 3D
- Studying hyperplanes
- Exercises
- 7.4 Changing Basis by Solving Linear Equations
- Exercises
- Summary
Part 2: Calculus and Physical Simulation
8. Understanding Rates of Change
- 8.1 Calculating Average Flow Rate
- Implementing and visualizing average flow rate
- Exercises
- 8.2 Plotting the Average Flow Rate
- Finding interval flow rates
- Exercises
- 8.3 Approximating Instantaneous Flow Rates
- Building instantaneous flow rate functions
- Exercises
- 8.4 Approximating the Change in Volume
- Picturing the change in volume with Riemann sums
- Exercises
- 8.5 Plotting the Volume Over Time
- Using definite and indefinite integrals
- Exercises
- Summary
9. Simulating Moving Objects
- 9.1 Simulating Constant Velocity Motion
- Updating the game engine with moving asteroids
- Exercises
- 9.2 Simulating Acceleration
- Accelerating the spaceship
- Exercises
- 9.3 Euler’s Method for Motion Simulation
- Implementing and running Euler’s method
- Exercises
- Summary
10. Working with Symbolic Expressions
- 10.1 Finding Exact Derivatives
- Using a computer algebra system (CAS) in Python
- Exercises
- 10.2 Modeling Algebraic Expressions
- Building and evaluating expression trees
- Exercises
- 10.3 Symbolic Expression Operations
- Expanding and evaluating expressions
- Exercises
- 10.4 Finding Derivatives
- Derivatives of powers, products, and compositions
- Exercises
- 10.5 Taking Derivatives Automatically
- Implementing derivative methods
- Exercises
- 10.6 Integrating Functions Symbolically
- Using the SymPy library for integration
- Exercises
- Summary
11. Simulating Force Fields
- 11.1 Modeling Gravity
- Using a potential energy function for gravity
- Exercises
- 11.2 Defining and Modeling Gravitational Fields
- Visualizing force fields
- Exercises
- 11.3 Adding Gravity to the Game
- Making game objects feel gravity
- Exercises
- 11.4 Potential Energy
- Defining and visualizing scalar fields
- Exercises
- 11.5 Connecting Energy and Forces with the Gradient
- Calculating gradients and force fields
- Exercises
- Summary
12. Optimizing a Physical System
- 12.1 Testing a Projectile Simulation
- Exploring different launch angles
- Exercises
- 12.2 Calculating the Optimal Range
- Finding and solving for maximum range
- Exercises
- 12.3 Enhancing the Simulation
- Modeling terrain and solving in 3D
- Exercises
- 12.4 Optimizing Range Using Gradient Ascent
- Implementing gradient ascent to optimize range
- Exercises
- Summary
13. Analyzing Sound Waves with a Fourier Series
- 13.1 Combining and Decomposing Sound Waves
- Playing and manipulating sound waves
- Exercises
- 13.2 Producing and Sampling Sound Waves
- Generating sound waves in Python
- Exercises
- 13.3 Fourier Series and Sound Waves
- Decomposing waves using Fourier series
- Exercises
- Summary
Part 3: Machine Learning Applications
14. Fitting Functions to Data
- 14.1 Measuring the Quality of Fit
- Using cost functions and fitting models
- Exercises
- 14.2 Exploring Function Spaces
- Visualizing function spaces and fits
- Exercises
- 14.3 Finding the Line of Best Fit
- Using gradient descent for fitting linear models
- Exercises
- 14.4 Fitting a Nonlinear Function
- Finding exponential functions that fit data
- Exercises
- Summary
15. Classifying Data with Logistic Regression
- 15.1 Testing Classification Functions
- Using real data for classification
- Exercises
- 15.2 Fitting Logistic Regression
- Implementing logistic regression and fitting models
- Exercises
- 15.3 Adding Regularization to Logistic Regression
- Preventing overfitting with regularization
- Exercises
- Summary
16. Working with Neural Networks
- 16.1 Training Neural Networks
- Implementing and training basic neural networks
- Exercises
- 16.2 Understanding Neural Network Layers
- Visualizing and understanding neural networks
- Exercises
- 16.3 Testing Neural Network Accuracy
- Evaluating and improving accuracy
- Exercises
- Summary
Part 4: Advanced Topics
17. The Geometry of Deep Learning
- 17.1 High Dimensional Geometry
- Understanding data spaces in higher dimensions
- Exercises
- 17.2 Visualizing High Dimensional Spaces
- Techniques to reduce dimensionality and visualize data
- Exercises
- Summary
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