Computer graphics
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
A coordinate-free approach to geometric programming
Theory and practice of geometric modeling
NURB curves and surfaces: from projective geometry to practical use
NURB curves and surfaces: from projective geometry to practical use
Interactive computer graphics: a top-down approach with OpenGL
Interactive computer graphics: a top-down approach with OpenGL
Illicit expressions in vector algebra
ACM Transactions on Graphics (TOG)
Curves and Surfaces for Computer-Aided Geometric Design: A Practical Code
Curves and Surfaces for Computer-Aided Geometric Design: A Practical Code
Computer Graphics
Applications of Vector Geometry for Robustness and Speed
IEEE Computer Graphics and Applications
Applications of Vector Geometry for Robustness and Speed
IEEE Computer Graphics and Applications
Multimorphing: A tool for shape synthesis and analysis
Advances in Engineering Software
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The implementation and use of computer graphics and modeling systems rely upon mathematical operations on points and vectors. Many of these operations are a part of the internal graphics system; others are application-specific and required by users of such systems to derive geometric entities for the application. This tutorial reviews the basic ideas surrounding points and vectors in affine and projective spaces. I advocate using vector geometric analysis to simplify required derivations and implementations.A companion article in the July/August 1999 IEEE CG&A builds on this background and shows several specific applications of these techniques.