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. * The first book on Geometric Algebra for programmers in computer graphics and entertainment computing * Written by leaders in the field providing essential information on this new technique for 3D graphics * This full colour book includes a website with GAViewer, a program to experiment with GA
After revising known representations of the group of Euclidean displacements Daniel Klawitter gives a comprehensive introduction into Clifford algebras. The Clifford algebra calculus is used to construct new models that allow descriptions of the group of projective transformations and inversions with respect to hyperquadrics. Afterwards, chain geometries over Clifford algebras and their subchain geometries are examined. The author applies this theory and the developed methods to the homogeneous Clifford algebra model corresponding to Euclidean geometry. Moreover, kinematic mappings for special Cayley-Klein geometries are developed. These mappings allow a description of existing kinematic mappings in a unifying framework.
The free, open-source Processing programming language environment was created at MIT for people who want to develop images, animation, and sound. Based on the ubiquitous Java, it provides an alternative to daunting languages and expensive proprietary software. This book gives graphic designers, artists and illustrators of all stripes a jump start to working with processing by providing detailed information on the basic principles of programming with the language, followed by careful, step-by-step explanations of select advanced techniques.The author teaches computer graphics at NYU's Tisch School of the Arts, and his book has been developed with a supportive learning experience at its core. From algorithms and data mining to rendering and debugging, it teaches object-oriented programming from the ground up within the fascinating context of interactive visual media.Previously announced as "Pixels, Patterns, and Processing" - A guided journey from the very basics of computer programming through to creating custom interactive 3D graphics - Step-by-step examples, approachable language, exercises, and LOTS of sample code support the reader's learning curve - Includes lessons on how to program live video, animated images and interactive sound
Care of spinal conditions has become increasingly complex and confusing. Classification systems can help in understanding the subject matter at hand, but have exploded in numbers and complexity. Attempts at extracting classifications of spinal disorders are cumbersome and require careful study of numerous reference books without achieving a comprehensive overview in the end. This one of a kind reference text summarizes over 185 spine classification or severity easures with standardized art work, provides ratings and critical evaluations of pertinent strengths and weaknesses in a concise and systematic fashion and provides help in: Studying spinal disease conditions Preparing informed treatment decisions Communicating individual patient disease severity Evaluating publications regarding treatment results and success Formulating spinal research projects Providing a scientific reference tool The book is divided into two major systems Disease severity: General disease severity Instability Osteoporosis Stenosis Spinal deformity Degenerative disorders Infection Tumor Heterotopic ossification Trauma severity: General trauma scores Spinal cord injury Fracture classifications All identified measures within each category are formally reviewed and displayed in a unique visually friendly manner containing: A one of a kind compendium of high quality diagrams for each severity measure or classification system with unrivaled specificity and detail The content of each measure and whether it incorporates the critically important ABCDs of disease severity including: an anatomical component, a biomechanical component, a clinical component, and the degree of severity component A summary of the measures validity, reliability, and predictive ability with corresponding patient populations An evaluation of each measure using our scoring criteria focusing on methodological rigor and clinical utility An overall score for each measure rating the instrument's strength with respect to methodology and clinical utility
Geometric Algebra for Computer Science (Revised Edition) presents a compelling alternative to the limitations of linear algebra. Geometric algebra (GA) is a compact, time-effective, and performance-enhancing way to represent the geometry of 3D objects in computer programs. This book explains GA as a natural extension of linear algebra and conveys its significance for 3D programming of geometry in graphics, vision, and robotics. It systematically explores the concepts and techniques that are key to representing elementary objects and geometric operators using GA. It covers in detail the conformal model, a convenient way to implement 3D geometry using a 5D representation space. Numerous drills and programming exercises are helpful for both students and practitioners. A companion web site includes links to GAViewer, a program that will allow you to interact with many of the 3D figures in the book; and Gaigen 2, the platform for the instructive programming exercises that conclude each chapter. The book will be of interest to professionals working in fields requiring complex geometric computation such as robotics, computer graphics, and computer games. It is also be ideal for students in graduate or advanced undergraduate programs in computer science. - Explains GA as a natural extension of linear algebra and conveys its significance for 3D programming of geometry in graphics, vision, and robotics. - Systematically explores the concepts and techniques that are key to representing elementary objects and geometric operators using GA. - Covers in detail the conformal model, a convenient way to implement 3D geometry using a 5D representation space. - Presents effective approaches to making GA an integral part of your programming. - Includes numerous drills and programming exercises helpful for both students and practitioners. - Companion web site includes links to GAViewer, a program that will allow you to interact with many of the 3D figures in the book, and Gaigen 2, the platform for the instructive programming exercises that conclude each chapter.
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. * The first book on Geometric Algebra for programmers in computer graphics and entertainment computing * Written by leaders in the field providing essential information on this new technique for 3D graphics * This full colour book includes a website with GAViewer, a program to experiment with GA
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