Practical Geometry and Engineering Graphics
Author: W. Abbot
Publisher:
Published: 2014-01-15
Total Pages: 356
ISBN-13: 9789401727433
DOWNLOAD EBOOKRead and Download eBook Full
Author: W. Abbot
Publisher:
Published: 2014-01-15
Total Pages: 356
ISBN-13: 9789401727433
DOWNLOAD EBOOKAuthor: W. Abbot
Publisher: Springer Science & Business Media
Published: 2013-11-11
Total Pages: 353
ISBN-13: 9401727422
DOWNLOAD EBOOKHIS BOOK IS INTENDED TO PROVIDE A COURSE IN PRACTICAL Geometry for engineering students who have already received some instruction in elementary plane geometry, graph plotting, and the use T of vectors. It also covers the requirements of Secondary School pupils taking Practical Geometry at the Advanced Level. The grouping adopted, in which Plane Geometry is dealt with in Part I, and Solid or Descriptive Geometry in Part II, is artificial, and it is the intention that the two parts should be read concurrently. The logical treatment of the subject presents many difficulties and the sequence of the later chapters in both parts is necessarily a compromise; as an illustration, certain of the more easy inter sections and developments might with advantage be taken at an earlier stage than that indicated. In Part I considerable space has been devoted to Engineering Graphics, particularly to the applications of graphical integration. The use of graphical methods of computation is fully justified in most engineering problems of a practical nature-especially where analytical methods would prove laborious -the results obtained being as accurate as the data warrant.
Author: Victor Gutenmacher
Publisher: Springer Science & Business Media
Published: 2013-03-14
Total Pages: 166
ISBN-13: 1475738099
DOWNLOAD EBOOKBroad appeal to undergraduate teachers, students, and engineers; Concise descriptions of properties of basic planar curves from different perspectives; useful handbook for software engineers; A special chapter---"Geometry on the Web"---will further enhance the usefulness of this book as an informal tutorial resource.; Good mathematical notation, descriptions of properties of lines and curves, and the illustration of geometric concepts facilitate the design of computer graphics tools and computer animation.; Video game designers, for example, will find a clear discussion and illustration of hard-to-understand trajectory design concepts.; Good supplementary text for geometry courses at the undergraduate and advanced high school levels
Author: Henry Sinclair Hall
Publisher:
Published: 1906
Total Pages: 116
ISBN-13:
DOWNLOAD EBOOKAuthor: J. E. Paynter
Publisher:
Published: 1921
Total Pages: 432
ISBN-13:
DOWNLOAD EBOOKAuthor: Philip Schneider
Publisher: Elsevier
Published: 2002-10-10
Total Pages: 1053
ISBN-13: 0080478026
DOWNLOAD EBOOKDo 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.
Author: Duncan Marsh
Publisher: Springer
Published: 2006-03-30
Total Pages: 361
ISBN-13: 1846281091
DOWNLOAD EBOOKFocusing on the manipulation and representation of geometrical objects, this book explores the application of geometry to computer graphics and computer-aided design (CAD). Over 300 exercises are included, some new to this edition, and many of which encourage the reader to implement the techniques and algorithms discussed through the use of a computer package with graphing and computer algebra capabilities. A dedicated website also offers further resources and useful links.
Author: Fabio Ganovelli
Publisher: CRC Press
Published: 2014-10-17
Total Pages: 417
ISBN-13: 1482236338
DOWNLOAD EBOOKTeach Your Students How to Create a Graphics Application Introduction to Computer Graphics: A Practical Learning Approach guides students in developing their own interactive graphics application. The authors show step by step how to implement computer graphics concepts and theory using the EnvyMyCar (NVMC) framework as a consistent example throughout the text. They use the WebGL graphics API to develop NVMC, a simple, interactive car racing game. Each chapter focuses on a particular computer graphics aspect, such as 3D modeling and lighting. The authors help students understand how to handle 3D geometric transformations, texturing, complex lighting effects, and more. This practical approach leads students to draw the elements and effects needed to ultimately create a visually pleasing car racing game. The code is available at www.envymycarbook.com Puts computer graphics theory into practice by developing an interactive video game Enables students to experiment with the concepts in a practical setting Uses WebGL for code examples Requires knowledge of general programming and basic notions of HTML and JavaScript Provides the software and other materials on the book’s website Software development does not require installation of IDEs or libraries, only a text editor.
Author: Michael Jay Laszlo
Publisher:
Published: 1996
Total Pages: 296
ISBN-13:
DOWNLOAD EBOOKThis book provides an accessible introduction to methods in computational geometry and computer graphics. It emphasizes the efficient object-oriented implemenation of geometric methods with useable C++ code for all methods discussed.
Author: Daniel Sunday, PhD
Publisher: Independently Published
Published: 2021-05-16
Total Pages: 194
ISBN-13:
DOWNLOAD EBOOKThis book presents practical geometry algorithms with computationally fast C++ code implementations. It covers algorithms for fundamental geometric objects, such as points, lines, rays, segments, triangles, polygons, and planes. These algorithms determine the basic 2D and 3D properties, such as area, distance, inclusion, and intersections. There are also algorithms to compute bounding containers for these objects, including a fast bounding ball, various convex hull algorithms, as well as polygon extreme points and tangents. And there is a fast algorithm for polyline simplification using decimation that works in any dimension. These algorithms have been used in practice for several decades. They are robust, easy to understand, code, and maintain. And they execute very rapidly in practice, not just in theory. For example, the winding number point in polygon inclusion test, first developed by the author in 2000, is the fastest inclusion algorithm known, and works correctly even for non-simple polygons. Also, there is also a fast implementation of the Melkman algorithm for the convex hull of a simple polyline. And much more. If your programming involves geometry, this will be an invaluable reference.