Geometry for Computer Graphics

Formulae, Examples and Proofs

  • John┬áVince

Table of contents

  1. Front Matter
    Pages i-xxii
  2. Pages 1-71
  3. Pages 73-168
  4. Pages 169-323
  5. Pages 325-332
  6. Pages 333-334
  7. Back Matter
    Pages 335-342

About this book

Introduction

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.

Keywords

3D Augmented Reality Mathematica animation computer computer animation computer graphics digital media geometry polygon virtual reality

Authors and affiliations

  • John┬áVince
    • 1
  1. 1.National Centre for Computer AnimationBournemouth UniversityUK

Bibliographic information

  • DOI https://doi.org/10.1007/b138852
  • Copyright Information Springer-Verlag London Limited 2005
  • Publisher Name Springer, London
  • eBook Packages Computer Science
  • Print ISBN 978-1-85233-834-3
  • Online ISBN 978-1-84628-116-7
  • About this book