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 planar projections
:* [[Planar Projection|Perspective and parallel planar projections]]
:* Non-planar projections
:* Non-planar projections
:* Edge detection
:* Edge detection

Revision as of 10:06, 27 August 2009

Not surprisingly, the mathematics used in computer graphics was touched upon by the students at Drexel and Swarthmore during the summer of '09. Some of the Helper Pages, in particular are needed topics for some of the image pages, and for computer graphics.

As students turned their creative talents on these topics we decided to open this repository of software devoted to understanding them. Our hope is that it will develop into a useful resource for students and faculty in both disciplines. Please contribute your good material!

The following is a list of mathematical topics used in computer graphics. The original list was provided by Drexel professor David Breen.

  • 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
  • Parametric geometry - lines, circles, ellipses
  • Parametric surfaces - quadrics, superquadrics

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