Markov chains and computer-aided geometric design: part I - problems and constraints
ACM Transactions on Graphics (TOG)
Principles of interactive computer graphics (2nd ed.)
Principles of interactive computer graphics (2nd ed.)
Projective geometry and its applications to computer graphics
Projective geometry and its applications to computer graphics
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Using quaternions for coding 3D transformations
Graphics gems
A coordinate-free approach to geometric programming
Theory and practice of geometric modeling
Rational curves and surfaces: applications to CAD
Rational curves and surfaces: applications to CAD
Illicit expressions in vector algebra
ACM Transactions on Graphics (TOG)
On the algebraic and geometric foundations of computer graphics
ACM Transactions on Graphics (TOG)
A homogeneous formulation for lines in 3 space
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Geometric Algebra: A Computational Framework for Geometrical Applications (Part 2)
IEEE Computer Graphics and Applications
Modeling 3D Euclidean Geometry
IEEE Computer Graphics and Applications
Clipping using homogeneous coordinates
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Homogeneous Coordinates and Projective Planes in Computer Graphics
IEEE Computer Graphics and Applications
Two Approaches to a Computer Model for Quadric Surfaces
IEEE Computer Graphics and Applications
Computing surface hyperbolic structure and real projective structure
Proceedings of the 2006 ACM symposium on Solid and physical modeling
Computing general geometric structures on surfaces using Ricci flow
Computer-Aided Design
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Traditionally, Computer Graphics is based on the mathematics of projective geometry, homogeneous coordinates, and matrix algebra. Recently these mathematical foundations have been called into question by several authors. Here we examine some possible alternative mathematical underpinnings for Computer Graphics, including Grassmann spaces and Grassmann coordinates, tensors and tensor algebra, and Clifford spaces and Clifford algebras.