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Geometric Tools for Computer Graphics (The Morgan Kaufmann Series in Computer Graphics) 1st Edition

4.4 4.4 out of 5 stars 21 ratings

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Do you spend too much time creating the building blocks of your graphics applications or finding and correcting errors? Geometric Tools for Computer Graphics is an extensive, conveniently organized collection of proven solutions to fundamental problems that you'd rather not solve over and over again, including building primitives, distance calculation, approximation, containment, decomposition, intersection determination, separation, and more.

If you have a mathematics degree, this book will save you time and trouble. If you don't, it will help you achieve things you may feel are out of your reach. Inside, each problem is clearly stated and diagrammed, and the fully detailed solutions are presented in easy-to-understand pseudocode. You also get the mathematics and geometry background needed to make optimal use of the solutions, as well as an abundance of reference material contained in a series of appendices.

Features

  • Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors.
  • Covers problems relevant for both 2D and 3D graphics programming.
  • Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you.
  • Provides the math and geometry background you need to understand the solutions and put them to work.
  • Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode.
  • Resources associated with the book are available at the companion Web site www.mkp.com/gtcg.* Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors.* Covers problems relevant for both 2D and 3D graphics programming.* Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you.* Provides the math and geometry background you need to understand the solutions and put them to work.* Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode.* Resources associated with the book are available at the companion Web site www.mkp.com/gtcg.

Editorial Reviews

Amazon.com Review

Reinventing the wheel is a terrible waste of time, yet legions of computer programmers do exactly that every day. Geometric Tools for Computer Graphics gives the working graphics programmer a vast collection of programming examples, complex code snippets explained and ready to use. Each chapter is filled with more than just code examples--the explanations needed to understand why these examples work the way they do are given by authors with experience both in writing and in the field.

There is nothing here for the casual graphics programmer and everything for the serious 2-D and 3-D programmer. Thirteen chapters, three appendices, and a three-column index that spans over 30 pages cover everything about computer-graphic geometry, from the basics of using matrices and linear systems to intersecting 3-D objects.

The appendices alone are worth the price: "Numerical Methods," "Trigonometry," and "Basic Formulas for Geometric Primitives" are treasures filled with hard-core examples of the kind that can be put to use right out of the box. Less experienced programmers will find these to be invaluable references, but then there's the rest of the book--nearly 1,000 pages loaded with examples and theory, page after page of information written in a clear, concise voice.

Any hard-core graphics programmer will appreciate the value of the examples presented here, as well as the discussion of theory. After all, there's no need to waste time experimenting with code once the theory is known. Geometric Tools represents the best of both worlds: discussion of theory and code examples built on and culled from years of experience. --Mike Caputo

Review

"An hour of a programmer's time often costs more than the price of a book. By this measure, you hold a volume potentially worth thousands of dollars. That it can be purchased for a fraction of this cost I consider a modern miracle. The amount of information crammed into this book is incredible." --Eric Haines

Product details

  • Publisher ‏ : ‎ Morgan Kaufmann; 1st edition (October 10, 2002)
  • Language ‏ : ‎ English
  • Hardcover ‏ : ‎ 1056 pages
  • ISBN-10 ‏ : ‎ 1558605940
  • ISBN-13 ‏ : ‎ 978-1558605947
  • Item Weight ‏ : ‎ 4.19 pounds
  • Dimensions ‏ : ‎ 7.56 x 2.1 x 9.52 inches
  • Customer Reviews:
    4.4 4.4 out of 5 stars 21 ratings

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Top reviews from the United States

  • Reviewed in the United States on April 5, 2005
    This is the first book I found that does an incredible job of covering vector geometry from a coordinate free approach. The first 1/4 of the book covers the basics with an excellent mathematical approach. The rest of the book show excellent examples of just about any type of intersection and collision of geometry; OBB, sphere, cones, polygons etc.... The is great for doing things like Frustum culling and the like. The only weird thing was it is missing Eberly's discussion on sphere/cone intersection; but no matter you can get it at the website.

    I highly recommend this book for those that want to understand the core of 3D graphics from a coordinate free approach. I am very happy I purchased the book. It has inspired me to purchase a clifford algebra book to better understand coord-free algebra.

    If you are simply looking for code and are not interested in the mathematical reasoning then you problably should look elsewhere. This book is for those who want to get a better understanding of core 3D graphics from a very friendly approach.

    I also noticed that those who rated this book with few stars where simply looking for something quick. Face it 3D graphics and math go hand in hand. Otherwise you are just kidding yourself.
    12 people found this helpful
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  • Reviewed in the United States on May 7, 2008
    I have owned this text for some time and I find it very informative as it covers a great deal of subjects. A review of the table of contents will give an indication of the material covered. The book is not only valuable to graphics programmers but engineers in other disciplines looking for a good approach for solving various geometric problems.

    A previous reviewer complained about the notation being "non-standard". The book was written for someone with a mathematical background to include a sound background in vector algebra, geometry and matrix operations. The notation used is in explaining the mathematics behind the solution to a problem is standard >mathematical< notation. If you don't have a background in these areas of mathematics, then you may have a problem understanding it. But fortunately, there are many inexpensive books on those subjects available for purchase that can get you quickly up to speed.

    The code is written in the C language. Typically, code is provided only for a specific algorithm (problem being solved). Complete applications that give examples of using the algorithm implementation aren't provided as this is beyond the scope of the book. The scope of the book is to teach you how to solve specific mathematical problems of interest. Not to teach you the many different ways that mathematical solution may be employed in all genres of programming.

    The reason that I failed to give this book a 5-star rating is due to the many errors in the text. There was an impressive (to put it kindly) list of errata published on line for the initial printing. The 2nd printing of the text (and how do you know on Amazon if it is a 2nd printing?) is supposed to have most of the errors corrected. However, since the 2nd printing, errors continue to be reported. A complete list of the errata for this book is available at the web site [...].

    Having experience in writing many complex technical works, I can say that it takes great dilligence and peer review to capture errors in an intense tecnicaly work such as this book. While this book seems to have excessive errors in it, this type of problem is common with most publishers. There simply isn't enough effort/expense put into having a sufficient number of qualified technical people to review the work and look for errors overlooked by the authors. And believe me, quality peer reviews are necessary for complex technical works such as this one with mathematics on virtually every page. So I do agree with a previous reviewer that you should be cautious at taking the solution/implementation of a mathematical problem from this book at "face value" without questioning if it is correct for all possible test cases. Test and verify the solution.

    Given the above comments, I would still recommend this text as it covers so many different topics and problems encountered in 2D and 3D geometry. This book is valuable to many engineers other that programmers working in graphics or game development.

    But I would like to see a re-print that has been 100% thoroughly peer reviewed by **mathematicians**, the algorithm implementations analyzed for correctness and an error-free copy printed.
    9 people found this helpful
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  • Reviewed in the United States on November 18, 2002
    This book provides a solid grounding in vectors and matrices, then covers a wide range of 2D and 3D geometric algorithms, such as object/object distance and intersection, boolean operations, BSP trees, convex hulls, and more. It is a comprehensive guide, giving relevant theory, methods, and working code fragments. It's an incredible value for the amount of material it covers. I think it is a must-have for computer graphics professionals (and others in related fields). In the interest of full disclosure, I wrote the Foreword to this book, which I did because I was pleased with how good it is.
    Visit Dave Eberly's "Magic Software" site for more about the book's contents.
    33 people found this helpful
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  • Reviewed in the United States on December 15, 2007
    This book is used to implement geometric algorithms. The authors present both coordinate-free (which they favour) and coordinate-based approaches to geometry, and there is plenty of intuitive motivation.

    While much of the book is reference material, (look at the table of contents) it is written at the right level of detail, and chapters 2-4 provide an excellent introduction. It does not assume much more than patience from the reader, and provides an extensive list of recommended books. Some reviewers have complained of the book's difficulty. I would suggest the difficulty is not with the presentation but the content.

    Breadth has made error inevitable, but there is a currently updated (as of 2007-12-16) errata listing at the book's website.
    One person found this helpful
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  • Alex
    4.0 out of 5 stars Buono come riferimento
    Reviewed in Italy on October 5, 2015
    Nonostante la mole possa far pensare ad una incontinente strabordanza di parole da parte degli autori in realtà si tratta di un libro abbastanza sintetico e che fornisce ben poco spazio alla didattica. Di fatto si avvicina di più ad un testo di riferimento per chi è alle prese con i più bassi dettagli implementativi riguardo problemi geometrici nella CG ed è curioso di sapere come hanno risolto gli autori.
    Il ventaglio di argomenti trattati non è ampissimo (si possono ridurre a due: distanza e intersezione in 2D e 3D) ma il numero di casi e argomenti correlati presi in considerazione è sterminato (ecco, quind,i spiegata la mole del libro).
    Per chi è alla ricerca di un libro dalla vocazione più didattica è meglio che si rivolga altrove: si vedano i testi di Dunn, Lengyel, Van Verth e Bishop, che contengono in appendice un capitolo sulle intersezioni.
    One person found this helpful
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  • Pino De Francesco
    5.0 out of 5 stars Must have
    Reviewed in the United Kingdom on June 27, 2015
    The most comprehensive reference book for CG professional. I call this my CG Bible, always on my desk.