- Series: The Morgan Kaufmann Series in Computer Graphics
- Hardcover: 664 pages
- Publisher: Morgan Kaufmann; 1 edition (April 6, 2007)
- Language: English
- ISBN-10: 0123749425
- ISBN-13: 978-0123749420
- Product Dimensions: 7.7 x 1.6 x 9.4 inches
- Shipping Weight: 3.8 pounds (View shipping rates and policies)
- Average Customer Review: 6 customer reviews
- Amazon Best Sellers Rank: #829,359 in Books (See Top 100 in Books)
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Geometric Algebra for Computer Science (Revised Edition): An Object-Oriented Approach to Geometry (The Morgan Kaufmann Series in Computer Graphics) 1st Edition
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Within the last decade, Geometric Algebra (GA) has emerged as a powerful alternative to classical matrix algebra as a comprehensive conceptual language and computational system for computer science. This book will serve as a standard introduction and reference to the subject for students and experts alike. As a textbook, it provides a thorough grounding in the fundamentals of GA, with many illustrations, exercises and applications. Experts will delight in the refreshing perspective GA gives to every topic, large and small. -David Hestenes, Distinguished research Professor, Department of Physics, Arizona State University Geometric Algebra is becoming increasingly important in computer science. This book is a comprehensive introduction to Geometric Algebra with detailed descriptions of important applications. While requiring serious study, it has deep and powerful insights into GA’s usage. It has excellent discussions of how to actually implement GA on the computer. -Dr. Alyn Rockwood, CTO, FreeDesign, Inc. Longmont, Colorado
The first book on a new technique in 3D graphics --This text refers to an out of print or unavailable edition of this title.
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Top customer reviews
It contains particularly good introductions to the dot and wedge products and how they can be applied and what they can be used to model. After one gets comfortable with these ideas they introduce the subject axiomatically. Much of the pre-axiomatic introductory material is based on the use of the scalar product, defined as a determinant. You'll have to be patient to see where and why that comes from, but this choice allows the authors to defer some of the mathematical learning overhead until one is ready for the ideas a bit better.
Having started study of the subject with papers of Hestenes, Cambridge, and Baylis papers, I found the alternate notation for the generalized dot product (L and backwards L for contraction) distracting at first but adjusting to it does not end up being that hard.
This book has three sections, the first covering the basics, the second covering the conformal applications for graphics, and the last covering implementation. As one reads geometric algebra books it is natural to wonder about this, and the pros, cons and efficiencies of various implementation techniques are discussed.
There are other web resources available associated with this book that are quite good. The best of these is GAViewer, a graphical geometric calculator that was the product of some of the research that generated this book. Performing the GAViewer tutorial exercises is a great way to build some intuition to go along with the math, putting the geometric back in the algebra.
There are specific GAViewer exercises that you can do independent of the book, and there is also an excellent interactive tutorial available. Browse the book website, or Search for '2003 Game Developer Lecture, Interactive GA tutorial. UvA GA Website: Tutorials'. Even if one decided not to learn GA, using this to play with the graphical cross product manipulation, with the ability to rotate viewpoints, is quite neat and worthwhile.