Geometric Algebra: An Algebraic System for Computer Games by Prof. John Vince MTech, PhD, DSc, CEng, FBCS (auth.)

By Prof. John Vince MTech, PhD, DSc, CEng, FBCS (auth.)

The real energy of vectors hasn't ever been exploited, for over a century, mathematicians, engineers, scientists, and extra lately programmers, were utilizing vectors to unravel a unprecedented diversity of difficulties. although, this day, we will observe the real capability of orientated, traces, planes and volumes within the type of geometric algebra. As such geometric components are valuable to the realm of machine video games and machine animation, geometric algebra deals programmers new methods of fixing previous problems.

John Vince (best-selling writer of a few books together with Geometry for special effects, Vector research for special effects and Geometric Algebra for special effects) presents new insights into geometric algebra and its program to machine video games and animation.

The first chapters evaluation the goods for genuine, complicated and quaternion constructions, and any non-commutative traits that they own. bankruptcy 3 reports the known scalar and vector items and introduces the belief of ‘dyadics’, which offer an invaluable mechanism for describing the beneficial properties of geometric algebra. bankruptcy 4 introduces the geometric product and defines the internal and outer items, that are hired within the following bankruptcy on geometric algebra. Chapters six and 7 conceal the entire 2nd and 3D items among scalars, vectors, bivectors and trivectors. bankruptcy 8 exhibits how geometric algebra brings new insights into reflections and rotations, particularly in 3D. ultimately, bankruptcy 9 explores a variety of 2nd and 3D geometric difficulties by means of a concluding 10th chapter.

Filled with plenty of transparent examples, full-colour illustrations and tables, this compact e-book presents an exceptional creation to geometric algebra for practitioners in machine video games and animation.

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Additional resources for Geometric Algebra: An Algebraic System for Computer Games and Animation

Sample text

C are multivectors containing elements of arbitrary grade. 4 Reversion You will have noticed how sensitive geometric algebra is to the sequence of vectors. Therefore it should not be too much of a surprise to learn that a special command is used to reverse the sequence of elements within an expression. 18) A˜ = ba. 19) Obviously, scalars are unaffected by reversion, neither are vectors. 20) (e1 e2 )† = e2 e1 = −e1 e2 and (e1 e2 e3 )† = e3 e2 e1 = −e1 e2 e3 . 22) (e1 e2 e3 )∼ = e3 e2 e1 = −e1 e2 e3 .

9) and the product of two orthogonal basis vectors is e i e j = e i · ej + e i ∧ e j = e i ∧ e j . 10) Consequently, the geometric product of two 2D vectors a = a1 e1 + a2 e2 b = b1 e1 + b2 e2 is ab = (a1 e1 + a2 e2 ) · (b1 e1 + b2 e2 ) + (a1 e1 + a2 e2 ) ∧ (b1 e1 + b2 e2 ) = (a1 b1 e1 · e1 + a2 b2 e2 · e2 ) + (a1 b2 e1 ∧ e2 + a2 b1 e2 ∧ e1 ) = (a1 b1 + a2 b2 ) + (a1 b2 − a2 b1 )e1 ∧ e2 = (a1 b1 + a2 b2 ) + (a1 b2 − a2 b1 )e12 . 11) Note how e12 has been substituted for e1 ∧ e2 . This is not only algebraically correct, but is much more compact.

25) we obtain ab = a1 b1 + a1 b2 e3 − a1 b3 e2 − a2 b1 e3 + a2 b2 + a2 b3 e1 + a3 b1 e2 − a3 b2 e1 + a3 b3 . 5. 31) we have ab = a1 b1 + a2 b2 + a3 b3 + (a2 b3 − a3 b2 )e1 + (a3 b1 − a1 b3 )e2 + (a1 b2 − a2 b1 )e3 . 33) and the outer set of terms as the vector product: a × b = (a2 b3 − a3 b2 )e1 + (a3 b1 − a1 b3 )e2 + (a1 b2 − a2 b1 )e3 . 35) which expands to ba = a1 b1 e1 e1 + a2 b1 e1 e2 + a3 b1 e1 e3 + a1 b2 e2 e1 + a2 b2 e2 e2 + a3 b2 e2 e3 + a1 b3 e3 e1 + a2 b3 e3 e2 + a3 b3 e3 e3 . 37) 20 Geometric Algebra: An Algebraic System for Computer Games and Animation which simplifies to ba = a1 b1 + a2 b2 + a3 b3 − [(a2 b3 − a3 b2 )e1 + (a3 b1 − a1 b3 )e2 + (a1 b2 − a2 b1 )e3 ] .

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