What is a good source for geometric algorithms?
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02-07-2019 - |
Question
I am looking for any good sources for geometric algorithms specifically;
The simple stuff like when two lines cross and so on is easy enough (and easy to find), but I would like to find somewhere with algorithms for the more tricky things, such as finding the shape formed by expanding a given polygon by some amount; fast algorithms for shapes with curved sides, etc.
Any good tips? Thanks!
Solution 9
In the end, I did find exactly what I was looking for: Real-Time Collision Detection by Christer Ericson. This is wonderful, and I recommend it strongly. Not so much on curved sides etc, but for the essential stuff on how to actually program geometrical hit testing and so on properly, it seems hard to beat.
OTHER TIPS
Computational Geometry Algorithms Library is decent.
I enjoy Dave Eberly's website, especially some of his PDFs.
For curved surfaces, there's a pretty good free textbook here, that covers beziers, nurbs and subdivision surfaces.
"Computational Geometry: Algorithms and Applications" by Mark de Berg, Otfried Cheong, Marc van Kreveld, and Mark Overmars is an excellent introductory computational geometry textbook. It is known as "the four-Marks book" even though only three of the four authors are named Mark or Marc.
The definitive sourcebook for this is Mathematical Elements for Computer Graphics by Rogers and Adams
computational geometry in c is a great book, i learnt a lot from it
A very nice source of inspiration is Paul Bourke.
http://paulbourke.net/
straight to his geometry stuff : http://paulbourke.net/geometry/index.html
You might want to wander around on his site a bit, there's tons of nice stuff !
I've gotten good use from the generically named Computer Graphics, C Version by Hearn and Baker.
If you are interested in something realy complex, try searching it on a http://citeseer.ist.psu.edu/ It's a scientific digital library, and the computational geometry is well presented there. I used it a lot while implementing shadows in a 3D.