Features
- Cover Type: Hard Cover with 234 pages
- Published by: Springer
- Edition: 1st Edition October 19, 2006
- Written in: English
- ISBN 10 Number: 354033260X
- ISBN 13 Number: 978-3540332602
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Book Dimensions:
9.4 x 6.2 x 0.5 inches
- Weighs: 1 pounds
Product Review
From the reviews:
"The overall flavor of the book reflects the use of triangulations for the description of planar objects and as the domain for bivariate functions. … The book is meant as a text for a graduate class on triangulations." (Gerald Farin, SIAM Review, Vol. 49 (2), 2007)
Product Description
This book is entirely about triangulations. With emphasis on computational issues, the basic theory necessary to construct and manipulate triangulations is presented. In particular, a tour through the theory behind the Delaunay triangulation, including algorithms and
software issues, is given. Various data structures used for the representation of triangulations are discussed. Throughout the book, the theory is related to selected applications, in particular surface construction, meshing and visualization.
Reader ReviewsThis is an outstanding book. It is clearly written and goes into great detail. There is source code available that is very well designed and clearly commented. (search for Triangulation Template Library) There are ample illustrations to help you visualize the algorithms. It is a short book but very complete. It has an academic flavor with definitions, theorems, lemmas and extensive references. There are exercises at the end of the chapters so it was designed to be useful as a textbook for a college computer science course. I bought it to learn the algorithms and techniques on my own, with an eye toward applying them in geometric modeling for computer games. I found it easy to follow and skipped many of the proofs on the first reading. There are several code snippets throughout the text, some are give in pseudo-code and other are C++. They use OpenGL and GLUT to demonstrate the use of the library. The triangulation library is C++ and not directly tied to OpenGL and should be applicable to Direct3D or other graphics APIs.