scispace - formally typeset
Open AccessBook

Geometric Tools for Computer Graphics

TLDR
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.
Abstract
From the Publisher: 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. KEY 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. Author Biography: Philip Schneider leads a modeling and dynamic simulation software group at Walt Disney Feature Animation. Prior to that, his work at Apple and Digital Equipment Corporation in 3D graphics ranged from low-level interfaces to graphics libraries and interactive applications. He holds an M.S. in Computer Science from the University of Washington. Dave Eberly is the president of Magic Software, Inc., a company known for its free source code and documentation for computer graphics, image analysis, and numerical methods. Previously, he was the director of engineering at Numerical Design Limited, the company responsible for the real-time 3D game engine, NetImmerse. His background includes a B.A. in mathematics from Bloomsburg University, M.S. and Ph.D. degrees in mathematics from the University of Colorado at Boulder, and M.S. and Ph.D. degrees in computer science from the University of North Carolina at Chapel Hill. Dave is author of 3D Game Engine Design, co-author with Philip Schneider of Geometric Tools for Computer Graphics, and author of the forthcoming Game Physics (Spring 2003).

read more

Citations
More filters
Journal Article

Triangulating a simple polygon in linear time

TL;DR: A deterministic algorithm for triangulating a simple polygon in linear time is given, using the polygon-cutting theorem and the planar separator theorem, whose role is essential in the discovery of new diagonals.
Book ChapterDOI

Morpho and Rvcg – Shape Analysis in R: R-Packages for Geometric Morphometrics, Shape Analysis and Surface Manipulations

TL;DR: This tutorial gives an introduction into landmark/surface-mesh based statistical shape analysis in R – specifically using the packages Morpho and Rvcg.
Book

Visualizing Quaternions

TL;DR: This intermediate-level tutorial provides a comprehensive approach to the visualization of quaternions and their relationships to computer graphics and scientific visualization.
Journal ArticleDOI

Make it stand: balancing shapes for 3D fabrication

TL;DR: This work forms balance optimization as an energy minimization, improving stability by modifying the volume of the object, while preserving its surface details, during interactive editing, to assist users in producing novel, properly balanced designs by interactively deforming an existing model.
Journal ArticleDOI

Generation of 3D representative volume elements for heterogeneous materials: a review

TL;DR: In this paper, the authors present a systematic classification of representative volume element (RVE) generation techniques for heterogeneous materials, and divide heterogeneous solids into porous and non-porous media.
References
More filters
Book

Matrix Analysis

TL;DR: In this article, the authors present results of both classic and recent matrix analyses using canonical forms as a unifying theme, and demonstrate their importance in a variety of applications, such as linear algebra and matrix theory.
Book

Introduction to Algorithms

TL;DR: The updated new edition of the classic Introduction to Algorithms is intended primarily for use in undergraduate or graduate courses in algorithms or data structures and presents a rich variety of algorithms and covers them in considerable depth while making their design and analysis accessible to all levels of readers.
Book

Dynamic Programming

TL;DR: The more the authors study the information processing aspects of the mind, the more perplexed and impressed they become, and it will be a very long time before they understand these processes sufficiently to reproduce them.

Computational geometry. an introduction

TL;DR: This book offers a coherent treatment, at the graduate textbook level, of the field that has come to be known in the last decade or so as computational geometry.

Numerical Recipes in FORTRAN - The Art of Scientific Computing - Second Edition

TL;DR: This paper presents a list of recommended recipes for making CDRom decks and some examples of how these recipes can be modified to suit theommelier's needs.