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3D Computer Graphics, Graphics Programming, Computer Mathematics, Geometry - General & Miscellaneous, Computer Graphics - General & Miscellaneous
Geometric Tools for Computer Graphics by Philip Schneider β€” book cover

Geometric Tools for Computer Graphics

by Philip Schneider, David H. Eberly, David Eberly
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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.

* 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 www.mkp.com/gtcg.

Audience: Programmers, software engineers, and technical directors whose work involves 2D or 3D computer graphics for filmmaking including special effects and animation programming, gane development, visualization, medical image analysis, simulation, virtual worlds, and other software development.

Synopsis

"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

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.

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 website www.mkp.com/gtcg

About the Author, Philip Schneider

Philip Schneider is part of the R&D group at Industrial Light + Magic, where he develops software for physics simulation and geometric modeling. Prior to this, he led the simulation and modeling teams at Walt Disney Feature Animation and Digital Domain, and developed 3D graphics libraries and applications at Apple and Digital Equipment Corporation. He is the coauthor of the book Geometric Tools and holds an MS in computer science from the 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

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Editorials

From the Publisher

"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

Book Details

Published
September 1, 2002
Publisher
Elsevier Science
Pages
1056
Format
Hardcover
ISBN
9781558605947

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