Geometric Tools for Computer Graphics

Author:   Philip Schneider (Employers include Digital Equipment Corporation, Apple, Walt Disney Feature Animation, Digital Domain, and Industrial Light + Magic) ,  David H. Eberly (President of Geometric Tools, Inc.)
Publisher:   Elsevier Science & Technology
ISBN:  

9781558605947


Pages:   1056
Publication Date:   10 October 2002
Replaced By:   9780123978349
Format:   Hardback
Availability:   Out of stock   Availability explained
The supplier is temporarily out of stock of this item. It will be ordered for you on backorder and shipped when it becomes available.

Our Price $279.84 Quantity:  
Add to Cart

Share |

Geometric Tools for Computer Graphics


Add your own review!

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.

Full Product Details

Author:   Philip Schneider (Employers include Digital Equipment Corporation, Apple, Walt Disney Feature Animation, Digital Domain, and Industrial Light + Magic) ,  David H. Eberly (President of Geometric Tools, Inc.)
Publisher:   Elsevier Science & Technology
Imprint:   Morgan Kaufmann Publishers In
Dimensions:   Width: 18.70cm , Height: 5.30cm , Length: 23.50cm
Weight:   1.900kg
ISBN:  

9781558605947


ISBN 10:   1558605940
Pages:   1056
Publication Date:   10 October 2002
Audience:   Professional and scholarly ,  Professional & Vocational
Replaced By:   9780123978349
Format:   Hardback
Publisher's Status:   Active
Availability:   Out of stock   Availability explained
The supplier is temporarily out of stock of this item. It will be ordered for you on backorder and shipped when it becomes available.

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

Reviews

An hour of a programmer's time often costs more than the price of a book. By this measure, you hold a volume potentially worth thousands of dollars. That it can be purchased for a fraction of this cost I consider a modern miracle. The amount of information crammed into this book is incredible. --Eric Haines


Author Information

24 years of professional programming, primarily focused on modeling tools and geometric algorithms. Employers include Digital Equipment Corporation, Apple, Walt Disney Feature Animation, Digital Domain, and Industrial Light + Magic. Formed and lead groups specializing in these areas as well as in physics simulation.Film Credits: Oil & Vinegar, 102 Dalmatians, Disney's Magic Lamp, Mickey's Philharmagic, Reign of Fire, Kangaroo Jack, Chicken Little, Indiana Jones and the Kingdom of the Crystal Skull, Pirates of the Caribbean: Dead Man's Chest, Harry Potter and the Goblet of Fire.ACM Siggraph, IEEE.M.S. in Computer Science, University of Washington. Dave Eberly is the president of Geometric Tools, Inc. (www.geometrictools.com), a company that specializes in software development for computer graphics, image analysis, and numerical methods. Previously, he was the director of engineering at Numerical Design Ltd. (NDL), the company responsible for the real-time 3D game engine, NetImmerse. He also worked for NDL on Gamebryo, which was the next-generation engine after NetImmerse. His background includes a BA degree in mathematics from Bloomsburg University, MS and PhD degrees in mathematics from the University of Colorado at Boulder, and MS and PhD degrees in computer science from the University of North Carolina at ChapelHill. He is the author of 3D Game Engine Design, 2nd Edition (2006), 3D Game Engine Architecture (2005), Game Physics (2004), and coauthor with Philip Schneider of Geometric Tools for Computer Graphics (2003), all published by Morgan Kaufmann. As a mathematician, Dave did research in the mathematics of combustion, signal and image processing, and length-biased distributions in statistics. He was an associate professor at the University of Texas at San Antonio with an adjunct appointment in radiology at the U.T. Health Science Center at San Antonio. In 1991, he gave up his tenured position to re-train in computer science at the University of North Carolina. After graduating in 1994, he remained for one year as a research associate professor in computer science with a joint appointment in the Department of Neurosurgery, working in medical image analysis. His next stop was the SAS Institute, working for a year on SAS/Insight, a statistical graphics package. Finally, deciding that computer graphics and geometry were his real calling, Dave went to work for NDL (which is now Emergent Game Technologies), then to Magic Software, Inc., which later became Geometric Tools, Inc. Dave’s participation in the newsgroup comp.graphics.algorit

Tab Content 6

Author Website:  

Customer Reviews

Recent Reviews

No review item found!

Add your own review!

Countries Available

All regions
Latest Reading Guide

Aorrng

Shopping Cart
Your cart is empty
Shopping cart
Mailing List