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Materials science --- Biomimetics --- Biomimetics
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In this lecture, we study Bézier and B-spline curves and surfaces, mathematical representations for free-form curves and surfaces that are common in CAD systems and are used to design aircraft and automobiles, as well as in modeling packages used by the computer animation industry. Bézier/B-splines represent polynomials and piecewise polynomials in a geometric manner using sets of control points that define the shape of the surface. The primary analysis tool used in this lecture is blossoming, which gives an elegant labeling of the control points that allows us to analyze their properties geometrically. Blossoming is used to explore both Bézier and B-spline curves, and in particular to investigate continuity properties, change of basis algorithms, forward differencing, B-spline knot multiplicity, and knot insertion algorithms. We also look at triangle diagrams (which are closely related to blossoming), direct manipulation of B-spline curves, NURBS curves, and triangular and tensor product surfaces.
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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 limit
Geometry, Algebraic. --- Computer science --- Object-oriented methods (Computer science) --- Mathematics. --- Object development methods (Computer science) --- Object orientation (Computer science) --- Object-oriented development (Computer science) --- Object technology (Computer science) --- System design --- Computer mathematics --- Electronic data processing --- Mathematics --- Algebraic geometry --- Geometry
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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.--
Computer science --- Geometry, Algebraic. --- Object-oriented methods (Computer science). --- Mathematics. --- Object-oriented methods (Computer science) --- Object development methods (Computer science) --- Object orientation (Computer science) --- Object-oriented development (Computer science) --- Object technology (Computer science) --- System design --- Computer mathematics --- Electronic data processing --- Mathematics --- Algebraic geometry --- Geometry
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The first book on a new technique for 3D graphics.
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