Geometric algebra : an algebraic system for computer games and animation
(Book)

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General Shelving - 3rd Floor
QA199 .V56 2009
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General Shelving - 3rd FloorQA199 .V56 2009On Shelf

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Format
Book
Physical Desc
xviii, 195 pages : illustrations (chiefly color) ; 24 cm
Language
English

Notes

Bibliography
Includes bibliographical references and index.
Description
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.
Terms Governing Use and Reproduction
British Library not licensed to copy,0.,Uk
Local note
SACFinal081324

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Citations

APA Citation, 7th Edition (style guide)

Vince, J. (2009). Geometric algebra: an algebraic system for computer games and animation . Springer.

Chicago / Turabian - Author Date Citation, 17th Edition (style guide)

Vince, John. 2009. Geometric Algebra: An Algebraic System for Computer Games and Animation. Dordrecht ; London: Springer.

Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)

Vince, John. Geometric Algebra: An Algebraic System for Computer Games and Animation Dordrecht ; London: Springer, 2009.

Harvard Citation (style guide)

Vince, J. (2009). Geometric algebra: an algebraic system for computer games and animation. Dordrecht ; London: Springer.

MLA Citation, 9th Edition (style guide)

Vince, John. Geometric Algebra: An Algebraic System for Computer Games and Animation Springer, 2009.

Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.

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