Geometric Tools for Computer Graphics / Edition 1

Geometric Tools for Computer Graphics / Edition 1

5.0 2
by Philip Schneider, David H. Eberly
     
 

ISBN-10: 1558605940

ISBN-13: 9781558605947

Pub. Date: 09/26/2002

Publisher: Elsevier Science

Do you spend too much time creating the building blocks of your graphics applications or finding and correcting errors? Geometric Tools for Computer Graphics is an extensive, conveniently organized collection of proven solutions to fundamental problems that you'd rather not solve over and over again, including building primitives, distance calculation,

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Overview

Do you spend too much time creating the building blocks of your graphics applications or finding and correcting errors? Geometric Tools for Computer Graphics is an extensive, conveniently organized collection of proven solutions to fundamental problems that you'd rather not solve over and over again, including building primitives, distance calculation, approximation, containment, decomposition, intersection determination, separation, and more.

If you have a mathematics degree, this book will save you time and trouble. If you don't, it will help you achieve things you may feel are out of your reach. Inside, each problem is clearly stated and diagrammed, and the fully detailed solutions are presented in easy-to-understand pseudocode. You also get the mathematics and geometry background needed to make optimal use of the solutions, as well as an abundance of reference material contained in a series of appendices.

Features

  • Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors.
  • Covers problems relevant for both 2D and 3D graphics programming.
  • Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you.
  • Provides the math and geometry background you need to understand the solutions and put them to work.
  • Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode.
  • Resources associated with the book are available at the companion Web site www.mkp.com/gtcg.

• Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors.
• Covers problems relevant for both 2D and 3D graphics programming.
• Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you.
• Provides the math and geometry background you need to understand the solutions and put them to work.
• Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode.
• Resources associated with the book are available at the companion Web site www.mkp.com/gtcg.

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Product Details

ISBN-13:
9781558605947
Publisher:
Elsevier Science
Publication date:
09/26/2002
Series:
Morgan Kaufmann Series in Computer Graphics Series
Edition description:
New Edition
Pages:
1056
Product dimensions:
7.56(w) x 9.52(h) x 2.10(d)

Table of Contents

Preface
1. Introduction
2. Matrices and Linear Systems
3. Vector Algebra
4. Matrices, Vector Algebra, and Transformations
5. Geometric Primitives in 2D
6. Distance in 2D
7. Intersection in 2D
8. Miscellaneous 2D Problems
9. Geometric Primitives in 3D
10. Distance in 3D
11. Intersection in 3D
12. Miscellaneous 3D Problems
13. Computational Geometry Topics
A. Numerical Methods
B. Trigonometry
C. Basic Formulas For Geometric Primitives
Bibliography

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Geometric Tools for Computer Graphics 5 out of 5 based on 0 ratings. 2 reviews.
Guest More than 1 year ago
Hi,- this is a great book and the resources are compiled into a good bundle. it would be nice to have some reference to OGC standards to 3D and 2D geometry. Excellent work!
Guest More than 1 year ago
I bought 'Collision Detection in Interactive 3D Enviroments' and '3D Game E ngine Design' and i did not understand them. So, I bought this book and it explains all this math stuff very well. Its goal is so you UNDERSTAND the material thank God. Basically if you know nothing about linear algebra and this advanced geometry, this book will teach you it very well. So, in order to understand these more advanced books you need to read this book. And, yes theres errors, but the aurthor has a web site listing all the corrections. So with the corrects, its errorless. I read these books and enjoeyed them, since they are more than 255 characters, I cannot post them in the ' Include some related titles you also enjoyed: (optional)' window (you ought to know better Mr. Programmer!: '3D Game Engine Design' 'Collision Detection in Interactive 3D Enviroments' 'Physics for Game Developers' 'Programming in C++' 'C++ Effective Object-Oriented Software Construction' 'Data Structures with STL' 'Big Java' 'Game Programming Gems, Vol. 1' 'Digital Lighting & Rendering'