Math for Computer Graphics and Computer Vision
From Math Images
(Difference between revisions)
Line 10:  Line 10:  
:* Transformations  :* Transformations  
::*[[Transformation Matrix]]  ::*[[Transformation Matrix]]  
  ::*[[Change  +  ::*[[Change Of Coordinate Transformations]] 
:* [[QuaternionQuaternions]]  :* [[QuaternionQuaternions]]  
:* Hierarchical coordinate systems  :* Hierarchical coordinate systems 
Revision as of 10:26, 1 September 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.

 Quaternions
 Hierarchical coordinate systems
 Geometry
 Curves (CatmullRom, Bezier, Bspline)
 Bezier patches
 Subdivision surfaces
 Implicit geometry  lines, circles, ellipses
 Implicit Surfaces  quadrics, superquadrics
 Implicit Equations
 Parametric geometry  lines, circles, ellipses
 Parametric surfaces  quadrics, superquadrics
 Surface normals
 Silhouette edges
 Procedural texture maps
 Rayobject intersection
 Perspective and parallel planar projections
 Nonplanar projections
 Edge detection
 Fourier analysis and convolution
More examples may be found in the lecture slides of CS 430.