By
Leo Dorst, Informatics Institute, Faculty of Sciences, University of Amsterdam, The Netherlands
Daniel Fontijne, Intelligent Autonomous Systems, University of Amsterdam, The Netherlands
Stephen Mann, University of Waterloo, Ontario, Canada
Description
Until recently, 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.
Included in series
The Morgan Kaufmann Series in Computer Graphics
Audience:
Professionals working in fields requiring complex geometric computation such as robotics, computer graphics, and computer games. Students
in graduate or advanced undergraduate programs in computer science.