Geometry is the cornerstone of computer graphics and computer animation, and provides the framework and tools for solving problems in two and three dimensions. This may be in the form of describing simple shapes such as a circle, ellipse or parabola, or complex problems such as rotating 3D objects about an arbitrary axis.
This book draws together a wide variety of geometric information that will provide a sourcebook of facts, examples and proofs for students, academics, researchers and professional practitioners. One section of the book will summarize hundreds of formulae used to solve 2D and 3D geometric problems. Another section will place these formulae in context in the form of worked examples. Another section provides the origin and proofs of these formulae and will communicate mathematical strategies for solving geometric problems. The last section is a glossary of terms used in geometry.