Fast Algorithms for 3D-Graphics von Georg Glaeser

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ISBN: 978-3-540-94288-7
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In this book, a variety of algoritbms are described that may be of interest to everyone who writes software for 3D-graphics. It is a book that haB been written for programmers at an intermediate level as well aB for experienced software engineers who simply want to have some particular functions at their disposal, without having to think too much about details like special cases or optimization for speed. The programming language we use is C, and that has many advantages, because it makes the code both portable and efficient. Nevertheless, it should be possible to adapt the ideas to other high-level programming languages. The reader should have a reasonable knowledge of C, because sophisticated pro­ grams with economical storage household and fast sections cannot be written without the use of pointers. You will find that in the long run it is just aB easy to work with pointer variables as with multiple arrays . .Aß the title of the book implies, we will not deal with algorithms that are very computation-intensive such as ray tracing or the radiosity method. Furthermore, objects will always be (closed or not closed) polyhedra, which consist of a certain number of polygons.


In this book, a variety of algoritbms are described that may be of interest to everyone who writes software for 3D-graphics. It is a book that haB been written for programmers at an intermediate level as well aB for experienced software engineers who simply want to have some particular functions at their disposal, without having to think too much about details like special cases or optimization for speed. The programming language we use is C, and that has many advantages, because it makes the code both portable and efficient. Nevertheless, it should be possible to adapt the ideas to other high-level programming languages. The reader should have a reasonable knowledge of C, because sophisticated pro­ grams with economical storage household and fast sections cannot be written without the use of pointers. You will find that in the long run it is just aB easy to work with pointer variables as with multiple arrays . .Aß the title of the book implies, we will not deal with algorithms that are very computation-intensive such as ray tracing or the radiosity method. Furthermore, objects will always be (closed or not closed) polyhedra, which consist of a certain number of polygons.


AutorGlaeser, Georg
EinbandKartonierter Einband (Kt)
Erscheinungsjahr1995
Seitenangabe320 S.
LieferstatusFolgt in ca. 5 Arbeitstagen
AusgabekennzeichenEnglisch
AbbildungenPaperback
MasseH23.5 cm x B15.5 cm x D1.8 cm 487 g
Auflage95002 A. 2nd ed. 1994
VerlagSpringer Berlin Heidelberg

Über den Autor Georg Glaeser

Dr. Georg Glaeser ist emeritierter Professor für Mathematik und Geometrie an der Universität für angewandte Kunst in Wien und Autor zahlreicher Bücher im Bereich der Geometrie, Mathematik und Evolutionsbiologie. Im selben Verlag hat er die Geometrie und ihre Anwendungen in Kunst, Natur und Technik (4.Aufl.) und den mathematischen Werkzeugkasten (5. Aufl.) veröffentlicht. Zusammen mit anderen Koautoren entstanden zudem Bücher über Kegelschnitte und Quadriken (The Universe of Conics, The Universe of Quadrics) und diverse Bücher über Evolutionsbiologie (z.B. Die Evolution des Fliegens). Dr. Franz Gruber war als Mathematiker und Physiker bis zu seinem verfrühten Ableben 2019 Senior Scientist für Geometrie an der Universität für angewandte Kunst in Wien und hat große Teile der zugehörigen Software erstellt.

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