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Alexei Sourin - Making Images with Mathematics

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Alexei Sourin Making Images with Mathematics
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This textbook teaches readers how to turn geometry into an image on a computer screen. This exciting journey begins in the schools of the ancient Greek philosophers, and describes the major events that changed peoples perception of geometry. The readers will learn how to see geometry and colors beyond simple mathematical formulas and how to represent geometric shapes, transformations and motions by digital sampling of various mathematical functions. Special multiplatform visualization software developed by the author will allow readers to explore the exciting world of visual immersive mathematics, and the book software repository will provide a starting point for their own sophisticated visualization applications.

Making Images with Mathematics serves as a self-contained text for a one-semester computer graphics and visualization course for computer science and engineering students, as well as a reference manual for researchers and developers.

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Book cover of Making Images with Mathematics Undergraduate Topics in - photo 1
Book cover of Making Images with Mathematics
Undergraduate Topics in Computer Science
Series Editor
Ian Mackie
University of Sussex, Brighton, UK
Advisory Editors
Samson Abramsky
Department of Computer Science, University of Oxford, Oxford, UK
Chris Hankin
Department of Computing, Imperial College London, London, UK
Mike Hinchey
Lero The Irish Software Research Centre, University of Limerick, Limerick, Ireland
Dexter C. Kozen
Department of Computer Science, Cornell University, Ithaca, NY, USA
Andrew Pitts
Department of Computer Science and Technology, University of Cambridge, Cambridge, UK
Hanne Riis Nielson
Department of Applied Mathematics and Computer Science, Technical University of Denmark, Kongens Lyngby, Denmark
Steven S. Skiena
Department of Computer Science, Stony Brook University, Stony Brook, NY, USA
Iain Stewart
Department of Computer Science, Durham University, Durham, UK

Undergraduate Topics in Computer Science (UTiCS) delivers high-quality instructional content for undergraduates studying in all areas of computing and information science. From core foundational and theoretical material to final-year topics and applications, UTiCS books take a fresh, concise, and modern approach and are ideal for self-study or for a one- or two-semester course. The texts are all authored by established experts in their fields, reviewed by an international advisory board, and contain numerous examples and problems, many of which include fully worked solutions.

The UTiCS concept relies on high-quality, concise books in softback format, and generally a maximum of 275300 pages. For undergraduate textbooks that are likely to be longer, more expository, Springer continues to offer the highly regarded Texts in Computer Science series, to which we refer potential authors.

More information about this series at http://www.springer.com/series/7592

Alexei Sourin
Making Images with Mathematics
1st ed. 2021
Logo of the publisher Alexei Sourin School of Computer Science and - photo 2
Logo of the publisher
Alexei Sourin
School of Computer Science and Engineering, Nanyang Technological University, Singapore, Singapore
ISSN 1863-7310 e-ISSN 2197-1781
Undergraduate Topics in Computer Science
ISBN 978-3-030-69834-8 e-ISBN 978-3-030-69835-5
https://doi.org/10.1007/978-3-030-69835-5
The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
This work is subject to copyright. All rights are solely and exclusively licensed by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed.
The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use.
The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, expressed or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

This Springer imprint is published by the registered company Springer Nature Switzerland AG

The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland

To my wife Olga

Preface
Aim of the Book

Information visualization creates images from abstract data by interpreting them geometrically. It may require skills of making images with raw mathematics while the graphics content is now mostly created by using sophisticated licensed software. As a result, fewer and fewer developers are capable of using procedurally based visualization in which mathematical formulas are used for defining complex geometric shapes, transformations, and motions as well as for coloring the geometry.

The book explains how to see geometry and colors beyond simple mathematical formulas and teaches how to represent geometric shapes and motions from first principles by digital sampling mathematical functions.

The book may serve as a self-contained text for a one-semester computer graphics and visualization course for computer science and engineering students, as well as a reference manual for researchers and developers.

Book Organization

The book has seven chapters.

The Chap. From Ancient Greeks to Pixels explains how we see the world and how the computer makes images. Beginning with Ancient Greek Geometry, it travels to modern geometry, introduces the subject of computer graphics and visualization, explains how the graphics pipeline works, and how a geometric point turns into a color spot on the computer screen.

The Chap. Defining Geometric Shapes presents the mathematical foundations of shape modeling. Curves, surfaces, and solid objects are considered as a set of points which are obtained by sampling various types of mathematical functions. Using the concept of sweeping, many varieties of shapes are defined based on only a few simple foundation principles.

The Chap. Transformations considers how the same formulas, used for making shapes, can define their transformations. The rationale for using matrix transformations is explained, and affine and projection matrix transformations are presented. Generalization of geometric sweeping implemented with matrices is further discussed.

The Chap. Motions explains how the previously introduced mathematical formulas, defining shapes and transformation matrices, can be extended to time-dependent models of moving shapes. Motions of rigid shapes and shape morphing transformations are considered. Besides pseudo-physical motions, definitions based on Newtonian physics are also introduced.

In the Chap. Adding Visual Appearance to Geometry, we consider how colors can be added to geometry, and how its photorealistic appearance can be achieved. The formulas, previously used for defining geometry, now will define variable colors as a new modality of immersion into the world of geometric definitions.

In the Chap. Putting Everything Together, the ways of making interactive, real-time, and immersive visualization environments are considered including technical and physiological design and implementation issues. Still the same transformations, and actually the same basic mathematical principles, will be used in the fast visualization methods.

Finally, the Chap. Lets Draw introduces to the reader a few commonly used freeware software toolsOpenGL, POV-Ray, VRML, and X3Dwhich will let the readers apply theoretical principles into practice without requesting expensive hardware and software solutions. Also, the readers will learn how immersive visual mathematics can be implemented using the function-based extension of VRML and X3D, which allows for defining geometric shapes and their appearances with analytical functions. Finally, the Shape Explorer tool will be presented to the reader as a multi-platform companion viewer for all the examples used in the book.

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