# Math for Computer Graphics and Computer Vision

### From Math Images

(Difference between revisions)

Line 9: | Line 9: | ||

:* Vectors and matrices | :* Vectors and matrices | ||

:* Transformations | :* Transformations | ||

- | :* Quaternions | + | :* [[Quaternion|Quaternions]] |

:* Hierarchical coordinate systems | :* Hierarchical coordinate systems | ||

:* Geometry | :* Geometry |

## Revision as of 11:28, 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

- 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.