Until recently, almost all of the interactions between objects in virtual 3D worlds have been based on calculations performed using linear algebra. Linear algebra relies heavily on coordinates, however, which can make many geometric programming tasks very specific and complex-often a lot of effort is required to bring about even modest performance enhancements. Although li Until recently, almost all of the interactions between objects in virtual 3D worlds have been based on calculations performed using linear algebra. Linear algebra relies heavily on coordinates, however, which can make many geometric programming tasks very specific and complex-often a lot of effort is required to bring about even modest performance enhancements. Although linear algebra is an efficient way to specify low-level computations, it is not a suitable high-level language for geometric programming. Geometric Algebra for Computer Science presents a compelling alternative to the limitations of linear algebra. Geometric algebra, or GA, is a compact, time-effective, and performance-enhancing way to represent the geometry of 3D objects in computer programs. In this book you will find an introduction to GA that will give you a strong grasp of its relationship to linear algebra and its significance for your work. You will learn how to use GA to represent objects and perform geometric operations on them. And you will begin mastering proven techniques for making GA an integral part of your applications in a way that simplifies your code without slowing it down.
Geometric Algebra for Computer Science: An Object-Oriented Approach to Geometry
Until recently, almost all of the interactions between objects in virtual 3D worlds have been based on calculations performed using linear algebra. Linear algebra relies heavily on coordinates, however, which can make many geometric programming tasks very specific and complex-often a lot of effort is required to bring about even modest performance enhancements. Although li Until recently, almost all of the interactions between objects in virtual 3D worlds have been based on calculations performed using linear algebra. Linear algebra relies heavily on coordinates, however, which can make many geometric programming tasks very specific and complex-often a lot of effort is required to bring about even modest performance enhancements. Although linear algebra is an efficient way to specify low-level computations, it is not a suitable high-level language for geometric programming. Geometric Algebra for Computer Science presents a compelling alternative to the limitations of linear algebra. Geometric algebra, or GA, is a compact, time-effective, and performance-enhancing way to represent the geometry of 3D objects in computer programs. In this book you will find an introduction to GA that will give you a strong grasp of its relationship to linear algebra and its significance for your work. You will learn how to use GA to represent objects and perform geometric operations on them. And you will begin mastering proven techniques for making GA an integral part of your applications in a way that simplifies your code without slowing it down.
Compare
Dan'l –
The undergraduate expository evangelical introduction to the resurrection of a branch of mathematics (Grassmann algebra) that was nearly forgotten for 1½ centuries for modeling 3D geometry other than projective geometry.
Christian Kotz –
Clear and easy to read, lots of examples. Have a look at the accompanied website for further material, code (e.g. a generator for algebra implementations) and a GA viewer application. It might be too verbose for readers with a mathematical background, as it primarily addresses computer scientists. Be sure to get the revised edition. It has errors corrected and is also a bit cheaper!
Arnoud Visser –
Prof. Penrose claims that string theory is a dead end. The way to go for physics is to use the conformal model to describe time and space. Here that same conformal model is described for people that actually calculate with space in real time (game designers and robotics).
Christian Kotz –
Tom Fitz –
Andrei Barbu –
Andreas Wagner –
Utensil –
Ralph Dratman –
John B –
Gregg Pulley –
Joshua James Maiche –
David –
Mr S R Davies –
Brian –
Touch Pu'uhonua –
Micha –
Christian Kotz –
Mike –
Dataknife –
Patrick –
Fadoua –
Aki Atoji –
Nathan Reed –
John –
Jendrik Illner –
Subhajit Das –
Gregory Ducatel –
Chrisgarrod –
Kyle Wilson –