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Geometry for Computer Graphics [electronic resource] : Formulae, Examples and Proofs / by John Vince.

By: Contributor(s): Material type: TextTextPublisher: London : Springer London, 2005Description: XXII, 342 p. online resourceContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781846281167
Subject(s): Additional physical formats: Printed edition:: No titleDDC classification:
  • 006.6 23
LOC classification:
  • T385
Online resources:
Contents:
From the contents: Geometry -- Lines, angles and trigonometry -- Circe -- Triangle -- Quadrilaterals -- Polygon -- Three-dimensional objects -- Coordinate systems -- Vectors -- Quaternions -- Transformations -- 2D Straight line -- Lines and circles -- Second degree curves -- 3D Straight line -- The plane -- Line, plane and sphere -- 3D Triangle -- Parametric curves and patches -- Second-degree surfaces in standard form -- Examples -- Trigonometry -- Circe -- Triangle -- Quadrilateral -- Polygon -- Three-dimensional objects -- Coordinate systems -- Vectors -- Quaternions -- Transformations -- 2D Straight line -- Lines and a circle -- Second degree curves -- 3D Straight line -- The plane -- Line, plane and sphere -- 3D Triangle -- Parametric curves and patches -- Second-degree surfaces in standard form -- Proofs -- Glossary.
In: Springer eBooksSummary: Geometry is the cornerstone of computer graphics and computer animation, and provides the framework and tools for solving problems in two and three dimensions. This may be in the form of describing simple shapes such as a circle, ellipse, or parabola, or complex problems such as rotating 3D objects about an arbitrary axis. Geometry for Computer Graphics draws together a wide variety of geometric information that will provide a sourcebook of facts, examples, and proofs for students, academics, researchers, and professional practitioners. The book is divided into 4 sections: the first summarizes hundreds of formulae used to solve 2D and 3D geometric problems. The second section places these formulae in context in the form of worked examples. The third provides the origin and proofs of these formulae, and communicates mathematical strategies for solving geometric problems. The last section is a glossary of terms used in geometry.
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Item type Current library Call number Status Date due Barcode
E-Book E-Book Central Library Available E-40307

From the contents: Geometry -- Lines, angles and trigonometry -- Circe -- Triangle -- Quadrilaterals -- Polygon -- Three-dimensional objects -- Coordinate systems -- Vectors -- Quaternions -- Transformations -- 2D Straight line -- Lines and circles -- Second degree curves -- 3D Straight line -- The plane -- Line, plane and sphere -- 3D Triangle -- Parametric curves and patches -- Second-degree surfaces in standard form -- Examples -- Trigonometry -- Circe -- Triangle -- Quadrilateral -- Polygon -- Three-dimensional objects -- Coordinate systems -- Vectors -- Quaternions -- Transformations -- 2D Straight line -- Lines and a circle -- Second degree curves -- 3D Straight line -- The plane -- Line, plane and sphere -- 3D Triangle -- Parametric curves and patches -- Second-degree surfaces in standard form -- Proofs -- Glossary.

Geometry is the cornerstone of computer graphics and computer animation, and provides the framework and tools for solving problems in two and three dimensions. This may be in the form of describing simple shapes such as a circle, ellipse, or parabola, or complex problems such as rotating 3D objects about an arbitrary axis. Geometry for Computer Graphics draws together a wide variety of geometric information that will provide a sourcebook of facts, examples, and proofs for students, academics, researchers, and professional practitioners. The book is divided into 4 sections: the first summarizes hundreds of formulae used to solve 2D and 3D geometric problems. The second section places these formulae in context in the form of worked examples. The third provides the origin and proofs of these formulae, and communicates mathematical strategies for solving geometric problems. The last section is a glossary of terms used in geometry.

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