Geometric Tools for Computer Graphics

Geometric Tools for Computer Graphics

Einband:
Fester Einband
EAN:
9781558605947
Untertitel:
Englisch
Genre:
Anwendungs-Software
Autor:
Philip (Employers include Digital Equipment Corporation, Apple, Walt Disney Feature Animation, Digital Domain, and Industrial Li, David H. (President of Geometric Tools, Inc.) Eberly
Herausgeber:
Elsevier Science & Technology
Anzahl Seiten:
1056
Erscheinungsdatum:
10.10.2002
ISBN:
978-1-55860-594-7

Informationen zum Autor 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 Klappentext This book provides a comprehensive collection of many of the two- and three-dimensional geometric algorithms that are needed for practical applications. Offering enough detail to illustrate underlying principles! all algorithms have been tested! evaluated for relevance! effectiveness! and correctness. Zusammenfassung Offers a 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. Inhaltsverzeichnis 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 ...

Autorentext
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.algorithms and his desire to make 3D graphics technology available to all are what has led to the creation of his company's website and his books.

Klappentext
This book provides a comprehensive collection of many of the two- and three-dimensional geometric algorithms that are needed for practical applications. Offering enough detail to illustrate underlying principles, all algorithms have been tested, evaluated for relevance, effectiveness, and correctness.

Zusammenfassung
Offers a 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.

Inhalt
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


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