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Introduction to Geometric Computing

By Sherif Ghali

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Computing is quickly making much of geometry intriguing. What is the core set of topics that a practitioner needs to study before embarking on the design and implementation of a geometric system in a specialized discipline? This book attempts to find the answer.

Full Description

  • ISBN13: 978-1-8480-0114-5
  • 360 Pages
  • User Level: Students
  • Publication Date: July 5, 2008
  • Available eBook Formats: PDF
  • eBook Price: $89.95
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Full Description
Although geometry has been a flourishing discipline for millennia, most of it has seen either no practical applications or only esoteric ones. Computing is quickly making much of geometry intriguing not only for philosophers and mathematicians, but also for scientists and engineers. What is the core set of topics that a practitioner needs to study before embarking on the design and implementation of a geometric system in a specialized discipline? This book attempts to find the answer. Every programmer tackling a geometric computing problem encounters design decisions that need to be solved. What may not be clear to individual programmers is that these design decisions have already been contemplated by others who have gone down some system design path only to discover (usually much later) that the design decisions that were made were lacking in some respect. This book reviews the geometric theory then applies it in an attempt to find that elusive “right” design.
Table of Contents

Table of Contents

  1. From the contents Introduction.
  2. Euclidean Geometry.
  3. 2D Computational Euclidean Geometry.
  4. 3D Computational Euclidean Geometry.
  5. Affine Intersections.
  6. Numerical Precision.
  7. Non
  8. Euclidean Geometries.
  9. Spherical Geometry.
  10. Rotations and Quaternions.
  11. Barycentric Coordinates.
  12. Oriented Projective Geometry.
  13. Oriented Projective Intersections.
  14. Grassmannians.
  15. Coordinate
  16. Free Geometry.
  17. Coordinate
  18. Free Geometry.
  19. Filtering.
  20. Introduction to CGAL.
  21. Raster Graphics.
  22. Segment Scan Conversion.
  23. Illumination and Shading.
  24. Raster
  25. Based Visibility.
  26. Ray Tracing.
  27. Graphs.
  28. Graphs: A Comparison of Four Libraries.
  29. Tree and Graph Drawing.
  30. Introduction to the Boost Graph Library.
  31. Geometric and Solid Modeling.
  32. Boundary Representations.
  33. The Halfedge and Euler Operators.
  34. Binary Space Partitioning.
  35. Constructive Solid Geometry.
  36. Nef Polyhedra.
  37. Tetrahedralizations.
  38. Vector Visibility.
  39. Visibility in the Plane.
  40. Visibility in Space.
  41. The PostScript Language.
  42. OpenGL.
  43. the GLOW Toolkit.
  44. Generic Programming.
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