# Difference between revisions of "Math for Computer Graphics and Computer Vision"

Tcheeseman1 (talk | contribs) |
|||

Line 16: | Line 16: | ||

:* Procedural texture maps | :* Procedural texture maps | ||

:* Ray-object intersection | :* Ray-object intersection | ||

− | :* Perspective and parallel | + | :* Perspective and parallel planar projections |

+ | :* Non-planar projections | ||

:* Edge detection | :* Edge detection | ||

:* Fourier analysis and convolution | :* Fourier analysis and convolution | ||

More examples may be found in the lecture slides of [http://www.cs.drexel.edu/~david/Classes/CS430 CS 430]. | More examples may be found in the lecture slides of [http://www.cs.drexel.edu/~david/Classes/CS430 CS 430]. |

## Revision as of 13:39, 13 July 2009

The Drexel group may also want to focus on the math used in computer graphics and computer vision. Here are some examples.

- Vectors and matrices
- Transformations
- Quaternions
- Hierarchical coordinate systems
- Geometry

- Curves (Catmull-Rom, Bezier, B-spline)
- Bezier patches
- Subdivision surfaces
- Implicit geometry - lines, circles, ellipses
- Implicit surfaces - quadrics, superquadrics

- Surface normals
- Silhouette edges
- Procedural texture maps
- Ray-object intersection
- Perspective and parallel planar projections
- Non-planar projections
- Edge detection
- Fourier analysis and convolution

More examples may be found in the lecture slides of CS 430.