Vector Analysis for Computer Graphics
Seiten
2007
Springer London Ltd (Verlag)
978-1-84628-803-6 (ISBN)
Springer London Ltd (Verlag)
978-1-84628-803-6 (ISBN)
In my last book, Geometry for Computer Graphics, I employed a mixture of algebra and vector analysis to prove many of the equations used in computer graphics. The third chapter explores how the line equation has a natural vector interpretation and how vector analysis is used to resolve a variety of line-related, geometric problems.
In my last book, Geometry for Computer Graphics, I employed a mixture of algebra and vector analysis to prove many of the equations used in computer graphics. At the time, I did not make any distinction between the two methodologies, but slowly it dawned upon me that I had had to discover, for the first time, how to use vector analysis and associated strategies for solving geometric problems. I suppose that mathematicians are taught this as part of their formal mathematical training, but then, I am not a mathematician! After some deliberation, I decided to write a book that would introduce the beginner to the world of vectors and their application to the geometric problems encountered in computer graphics. I accepted the fact that there would be some duplication of formulas between this and my last book; however, this time I would concentrate on explaining how problems are solved. The book contains eleven chapters: The first chapter distinguishes between scalar and vector quantities, which is reasonably straightforward. The second chapter introduces vector repres- tation, starting with Cartesian coordinates and concluding with the role of direction cosines in changes in axial systems. The third chapter explores how the line equation has a natural vector interpretation and how vector analysis is used to resolve a variety of line-related, geometric problems. Chapter 4 repeats Chapter 3 in the context of the plane.
In my last book, Geometry for Computer Graphics, I employed a mixture of algebra and vector analysis to prove many of the equations used in computer graphics. At the time, I did not make any distinction between the two methodologies, but slowly it dawned upon me that I had had to discover, for the first time, how to use vector analysis and associated strategies for solving geometric problems. I suppose that mathematicians are taught this as part of their formal mathematical training, but then, I am not a mathematician! After some deliberation, I decided to write a book that would introduce the beginner to the world of vectors and their application to the geometric problems encountered in computer graphics. I accepted the fact that there would be some duplication of formulas between this and my last book; however, this time I would concentrate on explaining how problems are solved. The book contains eleven chapters: The first chapter distinguishes between scalar and vector quantities, which is reasonably straightforward. The second chapter introduces vector repres- tation, starting with Cartesian coordinates and concluding with the role of direction cosines in changes in axial systems. The third chapter explores how the line equation has a natural vector interpretation and how vector analysis is used to resolve a variety of line-related, geometric problems. Chapter 4 repeats Chapter 3 in the context of the plane.
Scalars and Vectors.- Vector Representation.- Straight Lines.- The Plane.- Reflections.- Intersections.- Rotating Vectors.- Vector Differentiation.- Projections.- Rendering.- Motion.
Erscheint lt. Verlag | 18.6.2007 |
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Zusatzinfo | 185 Illustrations, black and white; XIII, 259 p. 185 illus. |
Verlagsort | England |
Sprache | englisch |
Maße | 178 x 235 mm |
Themenwelt | Mathematik / Informatik ► Informatik ► Software Entwicklung |
Mathematik / Informatik ► Informatik ► Theorie / Studium | |
Mathematik / Informatik ► Mathematik ► Geometrie / Topologie | |
ISBN-10 | 1-84628-803-7 / 1846288037 |
ISBN-13 | 978-1-84628-803-6 / 9781846288036 |
Zustand | Neuware |
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