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Through a unique approach combining art and mathematics, Perspective and Projective Geometry introduces students to the ways that projective geometry applies to perspective art. Geometry, like mathematics as a whole, offers a useful and meaningful lens for understanding the visual world. Exploring pencil-and-paper drawings, photographs, Renaissance paintings, and GeoGebra constructions, this textbook equips students with the geometric tools for projecting a three-dimensional scene onto two dimensions. Organized as a series of exercise modules, this book teaches students through hands-on inquiry and participation. Each lesson begins with a visual puzzle that can be investigated through geometry, followed by exercises that reinforce new concepts and hone students’ analytical abilities. An electronic instructor’s manual available to teachers contains sample syllabi and advice, including suggestions for pacing and grading rubrics for art projects. Drawing vital interdisciplinary connections between art and mathematics, Perspective and Projective Geometry is ideally suited for undergraduate students interested in mathematics or computer graphics, as well as for mathematically inclined students of architecture or art. · Features computer-based GeoGebra modules and hands-on exercises · Contains ample visual examples, math and art puzzles, and proofs with real-world applications · Suitable for college students majoring in mathematics, computer science, and art · Electronic instructor’s manual (available only to teachers)
As an introduction to fundamental geometric concepts and tools needed for solving problems of a geometric nature using a computer, this book fills the gap between standard geometry books, which are primarily theoretical, and applied books on computer graphics, computer vision, or robotics that do not cover the underlying geometric concepts in detail. Gallier offers an introduction to affine, projective, computational, and Euclidean geometry, basics of differential geometry and Lie groups, and explores many of the practical applications of geometry. Some of these include computer vision, efficient communication, error correcting codes, cryptography, motion interpolation, and robot kinematics. This comprehensive text covers most of the geometric background needed for conducting research in computer graphics, geometric modeling, computer vision, and robotics and as such will be of interest to a wide audience including computer scientists, mathematicians, and engineers.
This fourth volume of Advances in Computer Graphics gathers together a selection of the tutorials presented at the EUROGRAPHICS annual conference in Nice, France, Septem ber 1988. The six contributions cover various disciplines in Computer Graphics, giving either an in-depth view of a specific topic or an updated overview of a large area. Chapter 1, Object-oriented Computer Graphics, introduces the concepts of object ori ented programming and shows how they can be applied in different fields of Computer Graphics, such as modelling, animation and user interface design. Finally, it provides an extensive bibliography for those who want to know more about this fast growing subject. Chapter 2, Projective Geometry and Computer Graphics, is a detailed presentation of the mathematics of projective geometry, which serves as the mathematical background for all graphic packages, including GKS, GKS-3D and PRIGS. This useful paper gives in a single document information formerly scattered throughout the literature and can be used as a reference for those who have to implement graphics and CAD systems. Chapter 3, GKS-3D and PHIGS: Theory and Practice, describes both standards for 3D graphics, and shows how each of them is better adapted in different typical applications. It provides answers to those who have to choose a basic 3D graphics library for their developments, or to people who have to define their future policy for graphics.
This book returns geometry to its natural habitats: the arts, nature and technology. Throughout the book, geometry comes alive as a tool to unlock the understanding of our world. Assuming only familiarity with high school mathematics, the book invites the reader to discover geometry through examples from biology, astronomy, architecture, design, photography, drawing, engineering and more. Lavishly illustrated with over 1200 figures, all of the geometric results are carefully derived from scratch, with topics from differential, projective and non-Euclidean geometry, as well as kinematics, introduced as the need arises. The mathematical results contained in the book range from very basic facts to recent results, and mathematical proofs are included although not necessary for comprehension. With its wide range of geometric applications, this self-contained volume demonstrates the ubiquity of geometry in our world, and may serve as a source of inspiration for architects, artists, designers, engineers, and natural scientists. This new edition has been completely revised and updated, with new topics and many new illustrations.
Focusing on the manipulation and representation of geometrical objects, this book explores the application of geometry to computer graphics and computer-aided design (CAD). Over 300 exercises are included, some new to this edition, and many of which encourage the reader to implement the techniques and algorithms discussed through the use of a computer package with graphing and computer algebra capabilities. A dedicated website also offers further resources and useful links.
The goal of the Volume I Geometric Algebra for Computer Vision, Graphics and Neural Computing is to present a unified mathematical treatment of diverse problems in the general domain of artificial intelligence and associated fields using Clifford, or geometric, algebra. Geometric algebra provides a rich and general mathematical framework for Geometric Cybernetics in order to develop solutions, concepts and computer algorithms without losing geometric insight of the problem in question. Current mathematical subjects can be treated in an unified manner without abandoning the mathematical system of geometric algebra for instance: multilinear algebra, projective and affine geometry, calculus on manifolds, Riemann geometry, the representation of Lie algebras and Lie groups using bivector algebras and conformal geometry. By treating a wide spectrum of problems in a common language, this Volume I offers both new insights and new solutions that should be useful to scientists, and engineers working in different areas related with the development and building of intelligent machines. Each chapter is written in accessible terms accompanied by numerous examples, figures and a complementary appendix on Clifford algebras, all to clarify the theory and the crucial aspects of the application of geometric algebra to problems in graphics engineering, image processing, pattern recognition, computer vision, machine learning, neural computing and cognitive systems.
Non-Uniform Rational B-Splines have become the de facto standard in CAD/CAM and computer graphics. This well-known book covers NURBS from their geometric beginnings to their industrial applications. The second edition incorporates new results and a chapter on Pythagorean curves, a development that shows promise in applications such as NC machining
Mathematical Structures; Algebra: Linear Algebra; Tensor Algebra; Exterior Algebra; Geometric Algebra; Geometry: Projective Geometry; Differential Geometry; Non-Euclidean Geometry; Topology and More: General Topology; Manifolds; Hilbert Spaces; Measure Spaces and Probability Spaces; Applications: Color Spaces; Perspective Analysis of Images; Quaternions and 3-D Rotations; Support Vector Machines and Reproducing Kernel Hilbert Spaces; Manifold Learning in Machine Learning;