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Computational Geometry

Algorithms and Applications

By Mark de Berg , Otfried Cheong , Marc van Kreveld , Mark Overmars

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  • ISBN13: 978-3-5407-7973-5
  • 398 Pages
  • User Level: Students
  • Publication Date: March 7, 2008
  • Available eBook Formats: PDF
Full Description
This well-accepted introduction to computational geometry is a textbook for high-level undergraduate and low-level graduate courses. The focus is on algorithms and hence the book is well suited for students in computer science and engineering. Motivation is provided from the application areas: all solutions and techniques from computational geometry are related to particular applications in robotics, graphics, CAD/CAM, and geographic information systems. For students this motivation will be especially welcome. Modern insights in computational geometry are used to provide solutions that are both efficient and easy to understand and implement. All the basic techniques and topics from computational geometry, as well as several more advanced topics, are covered. The book is largely self-contained and can be used for self-study by anyone with a basic background in algorithms. In this third edition, besides revisions to the second edition, new sections discussing Voronoi diagrams of line segments, farthest-point Voronoi diagrams, and realistic input models have been added.
Table of Contents

Table of Contents

  1. Computational Geometry: Introduction.
  2. Line Segment Intersection: Thematic Map Overlay.
  3. Polygon Triangulation: Guarding an Art Gallery.
  4. Linear Programming: Manufacturing with Molds.
  5. Orthogonal Range Searching: Querying a Database.
  6. Point Location: Knowing Where You Are.
  7. Voronoi Diagrams: The Post Office Problem.
  8. Arrangements and Duality: Supersampling in Ray Tracing.
  9. Delaunay Triangulations: Height Interpolation.
  10. More Geometric Data Structures: Windowing.
  11. Convex Hulls: Mixing Things.
  12. Binary Space Partitions: The Painter's Algorithm.
  13. Robot Motion Planning: Getting Where You Want to Be.
  14. Quadtrees: Non
  15. Uniform Mesh Generation.
  16. Visibility Graphs: Finding the Shortest Route.
  17. Simplex Range Searching: Windowing Revisited.
  18. Bibliography.
  19. Index.

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