Vector Analysis for Computer Graphics

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Springer Science & Business Media, Jun 18, 2007 - Computers - 259 pages
In my last book, Geometry for Computer Graphics, I employed a mixture of algebra and vector analysis to prove many of the equations used in computer graphics. At the time, I did not make any distinction between the two methodologies, but slowly it dawned upon me that I had had to discover, for the first time, how to use vector analysis and associated strategies for solving geometric problems. I suppose that mathematicians are taught this as part of their formal mathematical training, but then, I am not a mathematician! After some deliberation, I decided to write a book that would introduce the beginner to the world of vectors and their application to the geometric problems encountered in computer graphics. I accepted the fact that there would be some duplication of formulas between this and my last book; however, this time I would concentrate on explaining how problems are solved. The book contains eleven chapters: The first chapter distinguishes between scalar and vector quantities, which is reasonably straightforward. The second chapter introduces vector repres- tation, starting with Cartesian coordinates and concluding with the role of direction cosines in changes in axial systems. The third chapter explores how the line equation has a natural vector interpretation and how vector analysis is used to resolve a variety of line-related, geometric problems. Chapter 4 repeats Chapter 3 in the context of the plane.
 

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Contents

II
1
III
7
IV
11
V
13
VII
14
VIII
17
IX
18
X
19
XLV
130
XLVI
133
XLVII
138
XLVIII
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XLIX
142
L
144
LI
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LII
149

XI
22
XII
36
XIII
44
XIV
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XV
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XVI
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XVII
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XVIII
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XIX
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XX
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XXI
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XXII
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XXIII
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XXIV
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XXV
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XXVI
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XXVII
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XXVIII
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XXX
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XXXI
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XXXII
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XXXIII
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XXXIV
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XXXV
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XXXVI
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XXXVII
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XXXVIII
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XXXIX
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XL
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XLI
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XLII
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XLIII
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XLIV
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LIII
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LIV
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LV
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LVI
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LVII
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LVIII
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LIX
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LX
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LXI
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LXII
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LXIV
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LXV
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LXVI
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LXVIII
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LXIX
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LXX
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LXXI
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LXXII
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LXXIII
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LXXIV
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LXXV
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LXXVI
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LXXVII
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LXXVIII
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LXXIX
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LXXX
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LXXXI
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LXXXII
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LXXXIII
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LXXXIV
256
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