Geometry for Programmers, Video Edition

Video description

In Video Editions the narrator reads the book while the content, figures, code listings, diagrams, and text appear on the screen. Like an audiobook that you can also watch as a video.

Master the math behind CAD, game engines, GIS, and more! This hands-on book teaches you the geometry used to create simulations, 3D prints, and other models of the physical world.

Table of contents

  1. Chapter 1. Getting started
  2. Chapter 1. What is geometry for programmers?
  3. Chapter 1. Why not let my tools take care of geometry?
  4. Chapter 1. Applied geometry has been around forever; why learn it now?
  5. Chapter 1. You don’t have to know much to start
  6. Chapter 1. SymPy will do your math for you
  7. Chapter 1. Summary
  8. Chapter 2. Terminology and jargon
  9. Chapter 2. Vertices and triangles
  10. Chapter 2. Lines, planes, and their equations
  11. Chapter 2. Functions and geometric transformations
  12. Chapter 2. The shortest possible introduction to matrix algebra
  13. Chapter 2. Exercises
  14. Chapter 2. Solutions to exercises
  15. Chapter 2. Summary
  16. Chapter 3. The geometry of linear equations
  17. Chapter 3. Overspecified and underspecified systems
  18. Chapter 3. A visual example of an interactive linear solver
  19. Chapter 3. Direct solver
  20. Chapter 3. Linear equations system as matrix multiplication
  21. Chapter 3. Solving linear systems with Gaussian elimination and LU-decomposition
  22. Chapter 3. Which solver fits my problem best?
  23. Chapter 3. 3.8 Practical example: Does a ray hit a triangle?
  24. Chapter 3. Exercises
  25. Chapter 3. Solutions to exercises
  26. Chapter 3. Summary
  27. Chapter 4. Projective geometric transformations
  28. Chapter 4. Generalizations
  29. Chapter 4. Projective space and homogeneous coordinates
  30. Chapter 4. Practical examples
  31. Chapter 4. Exercises
  32. Chapter 4. Solutions to exercises
  33. Chapter 4. Summary
  34. Chapter 5. The geometry of calculus
  35. Chapter 5. Smooth piecewise parametric curves
  36. Chapter 5. Practical example: Crafting a curve out of lines and circles
  37. Chapter 5. Exercises
  38. Chapter 5. Solutions to exercises
  39. Chapter 5. Summary
  40. Chapter 6. Polynomial approximation and interpolation
  41. Chapter 6. Polynomial approximation
  42. Chapter 6. Polynomial interpolation
  43. Chapter 6. Practical example: Showing a trend with both approximation and interpolation
  44. Chapter 6. Solutions to exercises Exercises
  45. Chapter 6. Solutions to exercises
  46. Chapter 6. Summary
  47. Chapter 7. Splines
  48. Chapter 7. Understanding polynomial splines and Bézier curves
  49. Chapter 7. Understanding NURBS
  50. Chapter 7. Exercises
  51. Chapter 7. Solutions to exercises
  52. Chapter 7. Summary
  53. Chapter 8. Nonlinear transformations and surfaces
  54. Chapter 8. 3D surface modeling
  55. Chapter 8. Using nonpolynomial spatial interpolation in geometry
  56. Chapter 8. Exercises
  57. Chapter 8. Solutions to exercises
  58. Chapter 8. Summary
  59. Chapter 9. The geometry of vector algebra
  60. Chapter 9. Dot product: Projection and angle
  61. Chapter 9. Cross product: Normal vector and the parallelogram area
  62. Chapter 9. Triple product: The parallelepiped volume
  63. Chapter 9. Generalization for parallelotopes
  64. Chapter 9. Exercises
  65. Chapter 9. Solutions to exercises
  66. Chapter 9. Summary
  67. Chapter 10. Modeling shapes with signed distance functions and surrogates
  68. Chapter 10. How to work with SDFs
  69. Chapter 10. Some techniques of not-really-SDF implicit modeling
  70. Chapter 10. Exercises
  71. Chapter 10. Solutions to exercises
  72. Chapter 10. Summary
  73. Chapter 11. Modeling surfaces with boundary representations and triangle meshes
  74. Chapter 11. Segments and triangles
  75. Chapter 11. Practical example: Contouring with marching cubes and dual contouring algorithms
  76. Chapter 11. Practical example: Smooth contouring
  77. Chapter 11. Exercises
  78. Chapter 11. Solutions to exercises
  79. Chapter 11. Summary
  80. Chapter 12. Modeling bodies with images and voxels
  81. Chapter 12. Segmentation by a threshold
  82. Chapter 12. Typical operations on 3D images: Dilation, erosion, cavity fill, and Boolean
  83. Chapter 12. Practical example: Image vectorization
  84. Chapter 12. How voxels, triangles, parametric surfaces, and SDFs work together
  85. Chapter 12. Exercises
  86. Chapter 12. Solutions to exercises
  87. Chapter 12. Summary

Product information

  • Title: Geometry for Programmers, Video Edition
  • Author(s): Oleksandr Kaleniuk
  • Release date: May 2023
  • Publisher(s): Manning Publications
  • ISBN: None