GPG 5권 2부 참고자료
2.1 컴퓨터 그래픽에 기하대수 사용하기
- [Dorst-Fontijne04] Dorst, Leo 및 Daniel Fontijne. “An Algebraic
Foundation for Object-Oriented Euclidean Geometry.” 준비중임. 웹
주소 http://www.science.uva.nl/ga/publications/itm.pdf.
- [Dorst-Mann02a] Dorst, Leo 및 Stephen Mann, Stephen. “Geometric
Algebra: a computational framework for geometrical applications
(part 1: algebra),” IEEE Computer Graphics and Applications,
May/June 2002. 웹 주소
http://www.science.uva.nl/~leo/clifford/dorst-mann-I.pdf.
- [Dorst-Mann02b] Dorst, Leo 및 Stephen Mann, Stephen. “Geometric
Algebra: a computational framework for geometrical applications
(part 2: applications).” IEEE Computer Graphics and Applications,
July/August 2002. 웹 주소
http://www.science.uva.nl/~leo/clifford/dorst-mann-II.pdf .
- [Gaigen] A C++ Library to generate geometric algebras. 웹 주소
http://www.science.uva.nl/ga/gaigen/index.html.
- [Hestenes86] Hestenes, David. New Foundations for Classical
Mechanics. Dordrecht: Kluwer Academic Publishing, 1986.
- [Hestenes98] Hestenes, David. New Foundations for Mathematical
Physics. 두 챕터를
http://modelingnts.la.asu.edu/html/NFMP.html에서 볼 수 있다.
- [Suter03] Suter, Jaap. “Geometric Algebra Primer.” 웹 주소
http://www.jaapsuter.com/.
2.2 최소 가속 에르미트 곡선
- [Burden89] R. L. Burden, J.D. Faires. Numerical Analysis,
439, 440. Boston: PWS-KENT Publishing Company, 1989.
- [Foley97] Foley, J. D. 외. Computer Graphics: Principles and
Practice, 2nd ed, 480, Addison Wesley, 1997.
- [Hearn04] D. Hearn, M.P Baker. Computer Graphics with OpenGL,
426-429. Pearson Education Inc., 2004.
- [Lengyel04] E. Lengyel. Mathematics for 3D Game Programming and
Computer Graphics, 2nd ed, 433-436. Charles River Media, 2004.
번역서는 3D 게임 프로그래밍과 컴퓨터 그래픽을 위한 수학 제2판,
정보문화사, 2004.
- [Overveld97] C.W.A.M. van Overveld, B.Wyvill. “An algorithm for
polygon subdivision based on vertex normals,” Computer Graphics
International, 3-12. June 23-27, 1997.
- [Press92] W. H. Press 외. Numerical Recipes in C, 74-75. Cambridge
University Press, 1992.
- [Vlachos01] A. Vlachos, J. Isidoro. “Smooth Quaternion-based
Flythrough Paths.”, In Game Programming Gems 2 (Mark Deloura, ed.),
220-227. Charles River Media, 2001. 번역서는 “매끄러운 사원수 기반의
공간 이동 경로,” Game Programming Gems 2, 정보문화사, 2002.
2.3 스플라인 기반 애니메이션 제어
- [Burden93] Burden, Richard L. 및 J. Douglas Faires, J. Douglas.
Numerical Analysis. PWS Publishing Company, 1993.
- [Eberly01] Eberly, David. “Moving at Constant Speed.” 웹 주소
http://www.magic-software.com. January 2001.
- [Krome04] Lowe, Thomas. “Critically Damped Ease-In/Ease-Out
Smoothing.” Game Programming Gems 4, 95-101. Charles River, 2004:
pp. 95-101. 번역서는 “임계 감쇠식 가속/감속 평활화,” L Game
Programming Gems 4, 정보문화사, 2005
- [Olsen00] Olsen, John. “Interpolation Methods”, Game Programming
Gems, 141-149. Charles River, 2000. 번역서는 “보간법,” Game
Programming Gems, 정보문화사, 2000.
- [Parent02] Parent, Rick. Computer Animation: Algorithms and
Techniques. Morgan Kaufmann Publishers, 2002.
- [Rogers90] Rogers, David F. 및 J. Alan Adams, J. Alan.
Mathematical Elements for Computer Graphics. McGraw-Hill, 1993.
- [VanVerth04] Van Verth, James M. 및 Lars M. Bishop. Essential
Mathematics for Games and Interactive Applications. Morgan Kaufmann
Publishers, 2004.
2.4 근사를 이용한 더 빠른 사원수 보간
- [Hejl04] Hejl, Jim. “Hardware Skinning with Quaternions”, Games
Programming Gems 4, 5.12. Charles River Media, 2004. 번역서는
“사원수를 이용한 하드웨어 스키닝,” Game Programming Gems 4,
정보문화사, 2005
- [Rich02] Richards, D. Advanced Mathematical Methods with Maple.
- [Shoe85] Shoemake, Ken. ACM SIGGRAPH, 1985.
2.5 최소최대 수치 근사
2.6 거울과 포탈을 위한 비표준 시야 절두체
- [Leng04] Eric Lengyel, Eric. “Oblique View Frustum Depth
Projection and Clipping.” Journal of Game Development, Vol. 1, No 2,
2005.