Description
Leo Dorst, Daniel Fontijne, Stephen Mann - Geometric Algebra for Computer Science: An Object-Oriented Approach to Geometry (Revised Edition)
Publisher: Mоrgan Kаufmann | 2007-04-06 | ISBN: 0123749425 | PDF | 664 pages | 10.52 MB
Until recently, all of the interactions between objects in virtual 3D worlds have been based on calculations performed using linear algebra. Linear algebra relies heavily on coordinates, however, which can make many geometric programming tasks very specific and complex-often a lot of effort is required to bring about even modest performance enhancements. Although linear algebra is an efficient way to specify low-level computations, it is not a suitable high-level language for geometric programming. Geometric Algebra for Computer Science presents a compelling alternative to the limitations of linear algebra. Geometric algebra, or GA, is a compact, time-effective, and performance-enhancing way to represent the geometry of 3D objects in computer programs. In this book you will find an introduction to GA that will give you a strong grasp of its relationship to linear algebra and its significance for your work. You will learn how to use GA to represent objects and perform geometric operations on them. And you will begin mastering proven techniques for making GA an integral part of your applications in a way that simplifies your code without slowing it down.
Explains GA as a natural extension of linear algebra and conveys its significance for 3D programming of geometry in graphics, vision, and robotics.
Systematically explores the concepts and techniques that are key to representing elementary objects and geometric operators using GA.
Covers in detail the conformal model, a convenient way to implement 3D geometry using a 5D representation space.
Presents effective approaches to making GA an integral part of your programming.
Includes numerous drills and programming exercises helpful for both students and practitioners.
Companion web site includes links to GAViewer, a program that will allow you to interact with many of the 3D figures in the book, and Gaigen 2, the platform for the instructive programming exercises that conclude each chapter.
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