Computational Geometry: Algorithms and Applications

Springer Berlin Heidelberg, 12.03.2014 - 367 Seiten
Computational geometry emerged from the field of algorithms design and anal ysis in the late 1970s. It has grown into a recognized discipline with its own journals, conferences, and a large community of active researchers. The suc cess of the field as a research discipline can on the one hand be explained from the beauty of the problems studied and the solutions obtained, and, on the other hand, by the many application domains-computer graphics, geographic in formation systems (GIS), robotics, and others-in which geometric algorithms playafundamental role. For many geometric problems the early algorithmic solutions were either slow or difficult to understand and implement. In recent years a number of new algorithmic techniques have been developed that improved and simplified many of the previous approaches. In this textbook we have tried to make these modem algorithmic solutions accessible to a large audience. The book has been written as a textbook for a course in computational geometry, but it can also be used for self-study.

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Über den Autor (2014)

Mark Overmars is a full professor in Computer Science at Utrecht University in the Netherlands. Here he heads the center for Advanced Gaming and Simulation. One of his research domains is computer games. He is one of the founders of the Utrecht Platform for Game Education and Research and teaches courses on computer game design at Utrecht University. Mark is the author of many software packages. In particular, he is the author of the Game Maker software package which will be used as development tool in this book.

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