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

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:* Procedural texture maps
 
:* Procedural texture maps
 
:* Ray-object intersection
 
:* Ray-object intersection
:* Perspective and parallel projection
+
:* 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.