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Download PDF Introduction to Geometric Computing by Sherif Ghali



Sinopsis

Consider that we are about to embark on the design and implementation of a software system that has a geometric component. We decide to take a longterm look and to craft a set of geometric classes with enough care so that there would be a high likelihood that we reuse the classes in the next project we tackle. This chapter discusses the decisions that need to be made when designing a set of classes for points, lines, and other objects in planar Euclidean geometry.

Since the geometry tackled is familiar, there is little need to formalize the properties of the Euclidean plane and space. Although the details for designing classes for Euclidean geometry in the plane are quite simple, it is instructive to go through these details, partly because it will then be easier to appreciate the need for more complex structures, but also because doing so has the parallel benefit of acting as a review of C++. It is clear, for example, that we need classes for a point, a line, and a segment and that Cartesian coordinates will be used.

Content

  1. 2D Computational Euclidean Geometry
  2. Geometric Predicates
  3. 3D Computational Euclidean Geometry
  4. Affine Transformations
  5. Affine Intersections
  6. Genericity in Geometric Computing
  7. Numerical Precision
  8. 1D Computational Spherical Geometry
  9. 2D Computational Spherical Geometry
  10. Rotations and Quaternions
  11. Projective Geometry
  12. Homogeneous Coordinates for Projective Geometry
  13. Barycentric Coordinates
  14. Oriented Projective Geometry
  15. Oriented Projective Intersections
  16. Homogeneous Coordinates for Euclidean Geometry
  17. Coordinate-Free Geometric Computing
  18. Introduction to CGAL
  19. Segment Scan Conversion
  20. Polygon-Point Containment
  21. Illumination and Shading
  22. Raster-Based Visibility
  23. Ray Tracing
  24. Tree Drawing
  25. Graph Drawing
  26. Boundary Representations
  27. The Halfedge Data Structure and Euler Operators
  28. BSP Trees in Euclidean and Spherical Geometries
  29. Geometry-Free Geometric Computing
  30. Constructive Solid Geometry
  31. Visibility from Euclidean to Spherical Spaces
  32. Visibility in Space



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