Geometric algebra: An algebraic system for computer games and animation

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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.

Author(s): Prof. John Vince MTech, PhD, DSc, CEng, FBCS (auth.)
Edition: 1
Publisher: Springer-Verlag London
Year: 2009

Language: English
Pages: 195
Tags: Mathematics of Computing; Computer Applications; Algebraic Geometry; Software Engineering/Programming and Operating Systems; Computer Science, general; Computer Imaging, Vision, Pattern Recognition and Graphics

Front Matter....Pages i-xviii
Introduction....Pages 1-3
Products....Pages 5-11
VectorProducts....Pages 13-32
The Geometric Product....Pages 33-47
Geometric Algebra....Pages 49-64
Products in 2D....Pages 65-74
Products in 3D....Pages 75-101
Reflections and Rotations....Pages 103-138
Applied Geometric Algebra....Pages 139-182
Conclusion....Pages 183-183
Back Matter....Pages 185-195