Limit search to available items
Book Cover
E-book
Author Vince, John (John A.)

Title Geometric algebra : an algebraic system for computer games and animation / John Vince
Published London : Springer, ©2009

Copies

Description 1 online resource (xviii, 195 pages) : color illustrations
Contents Introduction -- Products -- Vector Products -- The Geometric Product -- Geometric Algebra -- Products in 2D -- Products in 3D -- Reflections and Rotations -- Applied Geomteric Algebra -- Conclusion -- Appendices
Summary The true power of vectors has never been exploited, for over a century, mathematicians, engineers, scientists, and more recently programmers, have been using vectors to solve an extraordinary range of problems. However, today, we can discover the true potential of oriented, lines, planes and volumes in the form of geometric algebra. As such geometric elements are central to the world of computer games and computer animation, geometric algebra offers programmers new ways of solving old problems. John Vince (best-selling author of a number of books including Geometry for Computer Graphics, Vector Analysis for Computer Graphics and Geometric Algebra for Computer Graphics) provides new insights into geometric algebra and its application to computer games and animation. The first two chapters review the products for real, complex and quaternion structures, and any non-commutative qualities that they possess. Chapter three reviews the familiar scalar and vector products and introduces the idea of 'dyadics', which provide a useful mechanism for describing the features of geometric algebra. Chapter four introduces the geometric product and defines the inner and outer products, which are employed in the following chapter on geometric algebra. Chapters six and seven cover all the 2D and 3D products between scalars, vectors, bivectors and trivectors. Chapter eight shows how geometric algebra brings new insights into reflections and rotations, especially in 3D. Finally, chapter nine explores a wide range of 2D and 3D geometric problems followed by a concluding tenth chapter. Filled with lots of clear examples, full-colour illustrations and tables, this compact book provides an excellent introduction to geometric algebra for practitioners in computer games and animation
Analysis machine vision
computertechnieken
computer techniques
computerwetenschappen
computer sciences
patroonherkenning
pattern recognition
software engineering
operating systems
algebraic geometry
computerwiskunde
computational mathematics
Information and Communication Technology (General)
Informatie- en communicatietechnologie (algemeen)
Bibliography Includes bibliographical references and index
Notes English
Print version record
Subject Clifford algebras.
Computer animation.
Video games -- Programming.
Algorithms.
Computer algorithms.
computer animation.
algorithms.
Informatique.
Computer algorithms
Algorithms
Clifford algebras
Computer animation
Video games -- Programming
Form Electronic book
ISBN 9781848823792
1848823797
1848823789
9781848823785