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Geometric Tools for Computer Graphics (The Morgan Kaufmann Series in Computer Graphics), by Philip Schneider, David H. Eberly
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Do you spend too much time creating the building blocks of your graphics applications or finding and correcting errors? Geometric Tools for Computer Graphics is an extensive, conveniently organized collection of proven solutions to fundamental problems that you'd rather not solve over and over again, including building primitives, distance calculation, approximation, containment, decomposition, intersection determination, separation, and more.
If you have a mathematics degree, this book will save you time and trouble. If you don't, it will help you achieve things you may feel are out of your reach. Inside, each problem is clearly stated and diagrammed, and the fully detailed solutions are presented in easy-to-understand pseudocode. You also get the mathematics and geometry background needed to make optimal use of the solutions, as well as an abundance of reference material contained in a series of appendices.
Features
- Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors.
- Covers problems relevant for both 2D and 3D graphics programming.
- Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you.
- Provides the math and geometry background you need to understand the solutions and put them to work.
- Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode.
- Resources associated with the book are available at the companion Web site www.mkp.com/gtcg.
* Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors.
* Covers problems relevant for both 2D and 3D graphics programming.
* Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you.
* Provides the math and geometry background you need to understand the solutions and put them to work.
* Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode.
* Resources associated with the book are available at the companion Web site www.mkp.com/gtcg.
- Sales Rank: #1660038 in Books
- Published on: 2002-10-10
- Ingredients: Example Ingredients
- Original language: English
- Number of items: 1
- Dimensions: 9.50" h x 7.50" w x 2.00" l, 4.25 pounds
- Binding: Hardcover
- 1056 pages
Amazon.com Review
Reinventing the wheel is a terrible waste of time, yet legions of computer programmers do exactly that every day. Geometric Tools for Computer Graphics gives the working graphics programmer a vast collection of programming examples, complex code snippets explained and ready to use. Each chapter is filled with more than just code examples--the explanations needed to understand why these examples work the way they do are given by authors with experience both in writing and in the field.
There is nothing here for the casual graphics programmer and everything for the serious 2-D and 3-D programmer. Thirteen chapters, three appendices, and a three-column index that spans over 30 pages cover everything about computer-graphic geometry, from the basics of using matrices and linear systems to intersecting 3-D objects.
The appendices alone are worth the price: "Numerical Methods," "Trigonometry," and "Basic Formulas for Geometric Primitives" are treasures filled with hard-core examples of the kind that can be put to use right out of the box. Less experienced programmers will find these to be invaluable references, but then there's the rest of the book--nearly 1,000 pages loaded with examples and theory, page after page of information written in a clear, concise voice.
Any hard-core graphics programmer will appreciate the value of the examples presented here, as well as the discussion of theory. After all, there's no need to waste time experimenting with code once the theory is known. Geometric Tools represents the best of both worlds: discussion of theory and code examples built on and culled from years of experience. --Mike Caputo
Review
"An hour of a programmer's time often costs more than the price of a book. By this measure, you hold a volume potentially worth thousands of dollars. That it can be purchased for a fraction of this cost I consider a modern miracle. The amount of information crammed into this book is incredible." --Eric Haines
From the Back Cover
"An hour of a programmer's time often costs more than the price of a book. By this measure, you hold a volume potentially worth thousands of dollars. That it can be purchased for a fraction of this cost I consider a modern miracle. The amount of information crammed into this book is incredible."
Eric Haines
Do you spend too much time creating the building blocks of your graphics applications or finding and correcting errors?Geometric Tools for Computer Graphics is an extensive, conveniently organized collection of proven solutions to fundamental problems that you'd rather not solve over and over again, including building primitives, distance calculation, approximation, containment, decomposition, intersection determination, separation, and more.
If you have a mathematics degree, this book will save you time and trouble. If you don't, it will help you achieve things you may feel are out of your reach. Inside, each problem is clearly stated and diagrammed, and the fully detailed solutions are presented in easy-to-understand pseudocode. You also get the mathematics and geometry background needed to make optimal use of the solutions, as well as an abundance of reference material contained in a series of appendices.
Features:
*Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors
*Covers problems relevant for both 2D and 3D graphics programming
*Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you
*Provides the math and geometry background you need to understand the solutions and put them to work
*Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode
*Resources associated with the book are available at the companion website www.mkp.com/gtcg
Most helpful customer reviews
5 of 5 people found the following review helpful.
Great Content But Needs More Thorough Review Of Mathematics
By G. Chastain
I have owned this text for some time and I find it very informative as it covers a great deal of subjects. A review of the table of contents will give an indication of the material covered. The book is not only valuable to graphics programmers but engineers in other disciplines looking for a good approach for solving various geometric problems.
A previous reviewer complained about the notation being "non-standard". The book was written for someone with a mathematical background to include a sound background in vector algebra, geometry and matrix operations. The notation used is in explaining the mathematics behind the solution to a problem is standard >mathematical< notation. If you don't have a background in these areas of mathematics, then you may have a problem understanding it. But fortunately, there are many inexpensive books on those subjects available for purchase that can get you quickly up to speed.
The code is written in the C language. Typically, code is provided only for a specific algorithm (problem being solved). Complete applications that give examples of using the algorithm implementation aren't provided as this is beyond the scope of the book. The scope of the book is to teach you how to solve specific mathematical problems of interest. Not to teach you the many different ways that mathematical solution may be employed in all genres of programming.
The reason that I failed to give this book a 5-star rating is due to the many errors in the text. There was an impressive (to put it kindly) list of errata published on line for the initial printing. The 2nd printing of the text (and how do you know on Amazon if it is a 2nd printing?) is supposed to have most of the errors corrected. However, since the 2nd printing, errors continue to be reported. A complete list of the errata for this book is available at the web site [...].
Having experience in writing many complex technical works, I can say that it takes great dilligence and peer review to capture errors in an intense tecnicaly work such as this book. While this book seems to have excessive errors in it, this type of problem is common with most publishers. There simply isn't enough effort/expense put into having a sufficient number of qualified technical people to review the work and look for errors overlooked by the authors. And believe me, quality peer reviews are necessary for complex technical works such as this one with mathematics on virtually every page. So I do agree with a previous reviewer that you should be cautious at taking the solution/implementation of a mathematical problem from this book at "face value" without questioning if it is correct for all possible test cases. Test and verify the solution.
Given the above comments, I would still recommend this text as it covers so many different topics and problems encountered in 2D and 3D geometry. This book is valuable to many engineers other that programmers working in graphics or game development.
But I would like to see a re-print that has been 100% thoroughly peer reviewed by **mathematicians**, the algorithm implementations analyzed for correctness and an error-free copy printed.
1 of 1 people found the following review helpful.
Armed with the errata, this book delivers what it promises
By calvinnme
Many of Mr. Eberly's books leave me dazed and confused. His Game Physics book, though quite useful, is so wedded to the Wild Magic framework that I felt like learning that framework became the task at hand rather than trying to learn underlying algorithms.
This book is different, because it is organized as a collection of tools. Each tool is pretty much independent of all the others, so you can see via the figures what Mr. Eberly is trying to accomplish, read the accompanying text and equations, and then read his pseudocode to understand what you need to do in whatever programming language you are trying to do it in. You can, in most cases, just lift out the algorithm/tool you need. This is the beauty of the book.
The first three or so chapters are dedicated to giving you a quick brush-up in the underlying math, primarily linear algebra. They are useful if you just need to remember something you have already learned at some point, but it is not detailed enough to teach you from scratch.
In short, this is an excellent book on the algorithms needed for the implementation of computer graphics tasks in both two and three dimensions if you already have a good big-picture understanding of computer graphics and a detailed understanding of the mathematics commonly used in such tasks.
0 of 0 people found the following review helpful.
Pretty decent book and a source for Geometric Tools C++ ...
By Tourgen Roust
Pretty decent book and a source for Geometric Tools C++ library. The section on splines, b-splines is pretty decent and easy to follow.
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