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003 MX-SnUAN
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007 cr nn 008mamaa
008 150903s2009 xxk| o |||| 0|eng d
020 _a9781848823792
_99781848823792
024 7 _a10.1007/9781848823792
_2doi
035 _avtls000344431
039 9 _a201509030403
_bVLOAD
_c201405050307
_dVLOAD
_y201402061256
_zstaff
040 _aMX-SnUAN
_bspa
_cMX-SnUAN
_erda
050 4 _aQA76.9.M35
100 1 _aVince, John.
_eautor
_9306214
245 1 0 _aGeometric Algebra: An Algebraic System for Computer Games and Animation /
_cby John Vince.
264 1 _aLondon :
_bSpringer London,
_c2009.
300 _brecurso en línea.
336 _atexto
_btxt
_2rdacontent
337 _acomputadora
_bc
_2rdamedia
338 _arecurso en línea
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
_2rda
500 _aSpringer eBooks
505 0 _aProducts -- VectorProducts -- The Geometric Product -- Geometric Algebra -- Products in 2D -- Products in 3D -- Reflections and Rotations -- Applied Geometric Algebra -- Conclusion.
520 _aThe true power of vectors has never been exploited, for over a century, mathematicians, engineers, scientists, and more recently programmers, have been using vectors to solve an extraordinary range of problems. However, today, we can discover the true potential of oriented, lines, planes and volumes in the form of geometric algebra. As such geometric elements are central to the world of computer games and computer animation, geometric algebra offers programmers new ways of solving old problems. John Vince (best-selling author of a number of books including Geometry for Computer Graphics, Vector Analysis for Computer Graphics and Geometric Algebra for Computer Graphics) provides new insights into geometric algebra and its application to computer games and animation. The first two chapters review the products for real, complex and quaternion structures, and any non-commutative qualities that they possess. Chapter three reviews the familiar scalar and vector products and introduces the idea of ‘dyadics’, which provide a useful mechanism for describing the features of geometric algebra. Chapter four introduces the geometric product and defines the inner and outer products, which are employed in the following chapter on geometric algebra. Chapters six and seven cover all the 2D and 3D products between scalars, vectors, bivectors and trivectors. Chapter eight shows how geometric algebra brings new insights into reflections and rotations, especially in 3D. Finally, chapter nine explores a wide range of 2D and 3D geometric problems followed by a concluding tenth chapter. Filled with lots of clear examples, full-colour illustrations and tables, this compact book provides an excellent introduction to geometric algebra for practitioners in computer games and animation.
590 _aPara consulta fuera de la UANL se requiere clave de acceso remoto.
710 2 _aSpringerLink (Servicio en línea)
_9299170
776 0 8 _iEdición impresa:
_z9781848823785
856 4 0 _uhttp://remoto.dgb.uanl.mx/login?url=http://dx.doi.org/10.1007/978-1-84882-379-2
_zConectar a Springer E-Books (Para consulta externa se requiere previa autentificación en Biblioteca Digital UANL)
942 _c14
999 _c290831
_d290831