Geometry is the cornerstone of computer graphics and computer
animation, and provides the framework and tools for solving
problems in two and three dimensions. This may be in the form of
describing simple shapes such as a circle, ellipse, or parabola, or
complex problems such as rotating 3D objects about an arbitrary
axis.
Geometry for Computer Graphics draws together a wide variety of
geometric information that will provide a sourcebook of facts,
examples, and proofs for students, academics, researchers, and
professional practitioners.
The book is divided into 4 sections: the first summarizes
hundreds of formulae used to solve 2D and 3D geometric problems.
The second section places these formulae in context in the form of
worked examples. The third provides the origin and proofs of these
formulae, and communicates mathematical strategies for solving
geometric problems. The last section is a glossary of terms used in
geometry.
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