Introduction to Geometric Methods in Computer Science
Linear Algebra and its Applications, Strang, Gilbert, Saunders HBJ, 1988, Third Edition
An alternative is the first two chapters of
Introduction to Applied Mathematics, Strang, Gilbert, Wellesley Cambridge Press, 1986, First Edition
A clear and rather elementary presentation of linear algebra with a strong geometric flavor can be found in
A vector space approach to geometry, Hausner, Melvin, Dover, 1998
(CIS560 NOT required).
Curves and surfaces in geometric modeling.
Theory and algorithms,
Jean Gallier,
Morgan Kaufmann and Amazon.com
Review in MathSciNet (item 1)
MathSciNet
Computer Animation. Algorithms and Techniques,
Rick Parent,
Morgan Kaufmann, 2001
Morgan Kaufmann
and
Amazon.com
Additional Relevant text:
Curves and Surfaces for Computer Aided Geometric Design,
Gerald Farin, Morgan Kaufmann, Fifth Edition, 2001
Morgan Kaufmann
and
Amazon.com
Other Related Books:
Computer Aided Geometric Design,
Hoschek, J. and Lasser, D., AK Peters, 1993
Geometric Modeling with Splines,
Cohen, E., Riesenfeld, R. and Elber, G.,
AK Peters, 2001
The NURBS Book,
Piegl, L. and Tiller, W., Springer, 1995
Subdivision Methods for Geometric Design,
Warren, J. and Weimer, H., Morgan Kaufmann, 2002
From Projective Geometry to Practical Use,
Farin, G., AK Peters, 1999
Problem Sets, Programming Projects
The final grade in the course grade will be determined based on a combination of
Sometimes, I will give you the option to do a programming project rather than a ``standard'' homework assignment.
There will be no exam(s).
Basically, the course will be about mathematical and algorithmic techniques used for geometric modeling and geometric design, using curves and surfaces. There are many applications in computer graphics (but also in robotics, vision, and computational geometry). Such techniques are used in 2D and 3D drawing and plot, object silhouettes, computer animation, product design (cars, planes, buildings), topographic data, medical imagery, active surfaces of proteins, attribute maps (color, texture, roughness), weather data, art(!), ... . Three broad classes of problems will be considered:
We will take a two--pass approach, the first one informal and intuitive, and the second pass more rigorous.
During the first pass, Be'zier curves will be introduced ``gently'', in terms of multiaffine symmetric polar forms, also known as ``blossoms''. We will begin with degree 2, move up to degree 3, giving lots of examples, and derive the fundamental ``de Casteljau algorithm'', and show where the Bernstein polynomials come from. Then, we will consider polynomial curves of arbitrary degree. We will present the subdivision version of the de Casteljau algorithm. We will then introduce rectangular Be'zier surfaces and triangular Be'zier surfaces. We will give a glimpse of the subdivision version of the de Casteljau algorithm for triangular patches.
After this rather informal presentation, we will take another pass at curves and surfaces from a more rigorous point of view. We will begin with some basics on affine spaces and affine maps. Then, we will revisit curves defined in terms of control points. The use of polar forms yields a very elegant and effective treatment of tangents. The conditions for joining polynomial curves will be derived using polar forms, and this will lead to a treatment of B-splines in terms of polar forms. In particular, the de Boor algorithm will be derived as a natural extension of the de Casteljau algorithm. Rectangular (tensor product) Be'zier surfaces, and triangular Be'zier surfaces will also be introduced using polar forms, and the de Casteljau algorithm will be derived. Subdivision algorithms and their application to rendering will be discussed extensively.
We will also discuss subdivision surfaces: Doo-Sabin, Catmull-Clark, and Loop subdivision surfaces will be presented. Such surfaces have been used in some recent computer graphics work, notably, in the movie Geri's game.
Applications of the above methods to motion interpolation/blending, global deformation of objects and images (warping), and possibly modeling and animating figures (walking, facial animation, etc.), will be discussed (notably, material from Parent's book listed above).
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