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Top geometry books mentioned on stackoverflow.com

Introduction to Algorithms, 3rd Edition

Thomas H. Cormen

Some books on algorithms are rigorous but incomplete; others cover masses of material but lack rigor. Introduction to Algorithms uniquely combines rigor and comprehensiveness. The book covers a broad range of algorithms in depth, yet makes their design and analysis accessible to all levels of readers. Each chapter is relatively self-contained and can be used as a unit of study. The algorithms are described in English and in a pseudocode designed to be readable by anyone who has done a little programming. The explanations have been kept elementary without sacrificing depth of coverage or mathematical rigor.The first edition became a widely used text in universities worldwide as well as the standard reference for professionals. The second edition featured new chapters on the role of algorithms, probabilistic analysis and randomized algorithms, and linear programming. The third edition has been revised and updated throughout. It includes two completely new chapters, on van Emde Boas trees and multithreaded algorithms, substantial additions to the chapter on recurrence (now called "Divide-and-Conquer"), and an appendix on matrices. It features improved treatment of dynamic programming and greedy algorithms and a new notion of edge-based flow in the material on flow networks. Many new exercises and problems have been added for this edition. As of the third edition, this textbook is published exclusively by the MIT Press.

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The Algorithm Design Manual

Steven S. Skiena

Expanding on the highly successful formula of the first edition, this book now serves as the primary textbook of choice for any algorithm design course while maintaining its status as the premier practical reference guide to algorithms.

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Computer Graphics

James D. Foley

A guide to the concepts and applications of computer graphics covers such topics as interaction techniques, dialogue design, and user interface software.

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Multiple View Geometry in Computer Vision

Richard Hartley, Andrew Zisserman

A basic problem in computer vision is to understand the structure of a real world scene given several images of it. Techniques for solving this problem are taken from projective geometry and photogrammetry. Here, the authors cover the geometric principles and their algebraic representation in terms of camera projection matrices, the fundamental matrix and the trifocal tensor. The theory and methods of computation of these entities are discussed with real examples, as is their use in the reconstruction of scenes from multiple images. The new edition features an extended introduction covering the key ideas in the book (which itself has been updated with additional examples and appendices) and significant new results which have appeared since the first edition. Comprehensive background material is provided, so readers familiar with linear algebra and basic numerical methods can understand the projective geometry and estimation algorithms presented, and implement the algorithms directly from the book.

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Artificial Intelligence

Stuart Jonathan Russell, Peter Norvig

Presents a guide to artificial intelligence, covering such topics as intelligent agents, problem-solving, logical agents, planning, uncertainty, learning, and robotics.

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Paradigms of Artificial Intelligence Programming

Peter Norvig

Paradigms of AI Programming is the first text to teach advanced Common Lisp techniques in the context of building major AI systems. By reconstructing authentic, complex AI programs using state-of-the-art Common Lisp, the book teaches students and professionals how to build and debug robust practical programs, while demonstrating superior programming style and important AI concepts. The author strongly emphasizes the practical performance issues involved in writing real working programs of significant size. Chapters on troubleshooting and efficiency are included, along with a discussion of the fundamentals of object-oriented programming and a description of the main CLOS functions. This volume is an excellent text for a course on AI programming, a useful supplement for general AI courses and an indispensable reference for the professional programmer.

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Geometric Tools for Computer Graphics

Philip J. Schneider, David H. Eberly

A collection of proven solutions to fundamental problems, including building primitives, distance calculation, approximation, containment, decomposition, intersection determination, separation, and more. This work covers problems relevant for both 2D and 3D graphics programming.

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Computational Geometry

Mark de Berg

This introduction to computational geometry focuses on algorithms. Motivation is provided from the application areas as all techniques are related to particular applications in robotics, graphics, CAD/CAM, and geographic information systems. Modern insights in computational geometry are used to provide solutions that are both efficient and easy to understand and implement.

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Tricks of the Windows Game Programming Gurus

André LaMothe

Annotation World-renowned game wizard Andre Lamothe up20020701s his best-selling book for the current versions of Windows and DirectX! Andre Lamothe is the most recognizable name in game programming, with several best-sellers over the past ten years. DirectX 7a (for 2D) and 8 (for 3D) provide important new features for game programmers. The game programming fundamentals presented in this book--from physics to artificial intelligence--are required knowledge. The first edition of Tricks of the Windows Game Programming Gurus promised to be, simply, the most advanced game programming book ever written. Lamothe lived up to that promise and provides even more impressive coverage of game modeling and physics, programming logic, and artificial intelligence in this revised edition. Along with the fundamentals of game programming, Lamothe presents the Windows and DirectX coverage necessary to build the amazing 2D and 3D games that have made him the worlds best-selling game programming author. Andre Lamothes book, Tricks of the Game Programming Gurus was a seminal work for game programmers worldwide. In The Black Art of 3D Game Programming, Andre created to the first significant work on 3D games. His writing and teaching style are recognized by game programmers world-wide. Andre is the CEO of Xtreme Games and holds advanced degrees in Mathematics, computer science, and electrical engineering.

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Computational Geometry

Mark de Berg, Otfried Cheong, Marc van Kreveld, Mark Overmars

This introduction to computational geometry focuses on algorithms. Motivation is provided from the application areas as all techniques are related to particular applications in robotics, graphics, CAD/CAM, and geographic information systems. Modern insights in computational geometry are used to provide solutions that are both efficient and easy to understand and implement.

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Computational Geometry

Mark de Berg

Algorithms are the focus of this introduction to computational geometry, which presents techniques applied to robotics, graphics, CAD/CAM, and geographic information systems.

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The Science of fractal images

Heinz-Otto Peitgen, Dietmar Saupe, Michael Fielding Barnsley

The first book to discuss fractals solely from the point of view of computer graphics, this work includes an introduction to the basic axioms of fractals and their applications in the natural sciences, a survey of random fractals together with many pseudocodes for selected algorithms, an introduction into fantastic fractals such as the Mandelbrot set and the Julia sets, together with a detailed discussion of algorithms and fractal modeling of real world objects. 142 illustrations in 277 parts. 39 color plates.

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Graphics Gems

Andrew S. Glassner

"The GRAPHICS GEMS Series" was started in 1990 by Andrew Glassner. The vision and purpose of the Series was - and still is - to provide tips, techniques, and algorithms for graphics programmers. All of the gems are written by programmers who work in the field and are motivated by a common desire to share interesting ideas and tools with their colleagues. Each volume provides a new set of innovative solutions to a variety of programming problems.

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Mathematics for Computer Graphics Applications

Michael E. Mortenson

This completely revised Second Edition of "Computer Graphics" includes valuable information on major organizational changes within the last few years. This edition brings to the fore the basic mathematical tools of computer graphics, including vectors, matrices, and transformations. Additionally, it provides a strong, comprehensive base in exploring math, computer science, physics, engineering, and in special subjects such as algebraic and computational geometry, geometric modeling, and CAD/CAM. A highly diversified book that can be utilized as a primary textbook, supplemental teaching resource, individual tutorial, or key reference text. Includes new chapters on symmetry, limit and continuity, constructive solid geometry, and the Bezier curve. Provides many new figures and exercises. Contains an annotated suggested reading list with exercises and answers in each chapter. Appeals to both academics and professionals. Offers a new solutions manual for instructors.

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Computer Graphics, C Version

Donald Hearn, M. Pauline Baker

Assuming the reader has no prior familiarity with computer graphics, the authors present basic principles for design, use, and understanding of computer graphics systems. The book also contains the following additional features: discussion of hardware and software components of graphics systems, as well as various applications; exploration of algorithms for creating and manipulating graphics displays, and techniques for implementing the algorithms; use of programming examples written in C to demonstrate the implementation and application of graphics algorithms; and exploration of GL, PHIGS, PHIGS+, GKS, and other graphics libraries. In addition, this book includes an appendix containing detailed discussions on a variety of mathematical methods used in graphics algorithms such as analytic geometry, linear algebra, vector and tensor manipulations, complex numbers, and numerical analysis. The C Version of this best seller can serve as a basic or supplemental text for undergraduate and graduate level courses. It is also used widely for professional self-study geared to the specific interests of the reader.

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All the Mathematics You Missed

Thomas A. Garrity

An essential resource for advanced undergraduate and beginning graduate students in quantitative subjects who need to quickly learn some serious mathematics.

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Adjustment Computations

Charles D. Ghilani, Paul R. Wolf, Ph.D.

"This companion CD-ROM contains: The software ADJUST, MATRIX, and STATS (This software is windows only), Mathcad and HTML worksheets"--CD-ROM.

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Beginning Java 5 Game Programming

Jonathan S. Harbour

Provides instructions for creating computer games using the Java platform, including information on 2D programming, creating sound and audio effects, and advanced Sprite animation.

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The Core IOS Developer's Cookbook

Erica Sadun, Rich Wardwell

Completely updated for iOS 7 and Xcode 5 This book brings together reliable, proven solutions for the heart of day-to-day iOS 7 development. Renowned iOS programming expert Erica Sadun and top iOS developer Rich Wardwell cover all you need to create successful iOS 7 mobile apps with standard APIs and interface elements and take full advantage of iOS 7 graphics, touches, and views. As in all of Sadun's iOS bestsellers, The Core iOS Developer's Cookbook translates modern best practices into working code, distilling key concepts into concise recipes you can easily understand and apply in your own projects. This isn't just cut-and-paste; using examples, Sadun and Wardwell fully explain both the "how" and "why" of effective iOS 7 development. All code is fully revised and extensively tested to reflect new iOS 7 features and device capabilities. Coverage includes Creating advanced direct touch-based interfaces with multi-touch, gestures, and custom gesture recognizers Building and customizing controls in powerful new ways Creating interfaces that reflect the new iOS 7 design paradigm Implementing new iOS 7 motion effects Alerting users via pop-ups, progress bars, local notifications, popovers, audio pings, and more Using Xcode modules to easily integrate system frameworks and headers Assembling views and animation, organizing view hierarchies, and understanding how views work together Supporting multiple screen geometries with the breakthrough iOS 7 Auto Layout constraints system Controlling keyboards, making onscreen elements "text aware," and efficiently scanning and formatting text Organizing user workspaces with view controllers Managing photos, videos, email, and text messages Leveraging the enhanced iOS 7 support for social media activities, including Flickr and Vimeo Implementing VoiceOver accessibility, including new iOS 7 text-to-speech Getting started with Core Data-managed data stores Leveraging the powerful iOS 7 networking and web services support Using the new iOS 7 APIs and added flexibility to enhance everything from reliability to text appearance Working around new iOS 7 problems and bugs

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Computational geometry

Franco P. Preparata, Michael Ian Shamos

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The Elements of Statistical Learning

Trevor Hastie, Robert Tibshirani, Jerome H. Friedman

This book describes the important ideas in a common conceptual framework. While the approach is statistical, the emphasis is on concepts rather than mathematics. Many examples are given, with a liberal use of color graphics. It should be a valuable resource for statisticians and anyone interested in data mining in science or industry.

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Three-dimensional Computer Vision

Olivier Faugeras

This monograph by one of the world's leading vision researchers provides a thorough, mathematically rigorous exposition of a broad and vital area in computer vision: the problems and techniques related to three-dimensional (stereo) vision and motion. The emphasis is on using geometry to solve problems in stereo and motion, with examples from navigation and object recognition.Faugeras takes up such important problems in computer vision as projective geometry, camera calibration, edge detection, stereo vision (with many examples on real images), different kinds of representations and transformations (especially 3-D rotations), uncertainty and methods of addressing it, and object representation and recognition. His theoretical account is illustrated with the results of actual working programs.Three-Dimensional Computer Vision proposes solutions to problems arising from a specific robotics scenario in which a system must perceive and act. Moving about an unknown environment, the system has to avoid static and mobile obstacles, build models of objects and places in order to be able to recognize and locate them, and characterize its own motion and that of moving objects, by providing descriptions of the corresponding three-dimensional motions. The ideas generated, however, can be used indifferent settings, resulting in a general book on computer vision that reveals the fascinating relationship of three-dimensional geometry and the imaging process.Olivier Faugeras is Research Director of the Computer Vision and Robotics Laboratory at INRIA Sophia-Antipolis and a Professor of Applied Mathematics at the Ecole Polytechnique in Paris.

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Computational Geometry

Franco P. Preparata, Michael Shamos

From the reviews: "This book offers a coherent treatment, at the graduate textbook level, of the field that has come to be known in the last decade or so as computational geometry. ... ... The book is well organized and lucidly written; a timely contribution by two founders of the field. It clearly demonstrates that computational geometry in the plane is now a fairly well-understood branch of computer science and mathematics. It also points the way to the solution of the more challenging problems in dimensions higher than two." #Mathematical Reviews#1 "... This remarkable book is a comprehensive and systematic study on research results obtained especially in the last ten years. The very clear presentation concentrates on basic ideas, fundamental combinatorial structures, and crucial algorithmic techniques. The plenty of results is clever organized following these guidelines and within the framework of some detailed case studies. A large number of figures and examples also aid the understanding of the material. Therefore, it can be highly recommended as an early graduate text but it should prove also to be essential to researchers and professionals in applied fields of computer-aided design, computer graphics, and robotics." #Biometrical Journal#2

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