Algorithms and Data Structures With Applications to Graphics and Geometry Jurg Nievergelt
Material type:
- text
- computer
- online resource
- QA76
- QA1
- QA37.3
Part I: Programming environments for motion, graphics, and geometry -- 1. Reducing a task to given primitives: programming motion -- 2. Graphics primitives and environments -- 3. Algorithm animation -- Part II: Programming concepts: beyond notation -- 4. Algorithms and programs as literature: substance and form -- 5. Divide-and-conquer and recursion. -- 6. Syntax -- 7. Syntax analysis -- Part III: Objects, algorithms, programs. -- 8. Truth values, the data type 'set', and bit acrobatics -- 9. Ordered sets -- 10. Strings -- 11. Matrices and graphs: transitive closure -- 12. Integers -- 13. Reals -- 14. Straight lines and circles -- Part IV: Complexity of problems and algorithms -- 15. Computability and complexity -- 16. The mathematics of algorithm analysis -- 17. Sorting and its complexity -- Part V: Data structures -- 18. What is a data structure? -- 19. Abstract data types -- 20. Implicit data structures -- 21. List structures -- 22. Address computation -- 23. Metric data structures -- Part VI: Interaction between algorithms and data structures: case studies in geometric computation -- 24. Sample problems and algorithms -- 25. Plane-sweep: a general-purpose algorithm for two-dimensional problems illustrated using line segment intersection -- 26. The closest pair
An introductory coverage of algorithms and data structures with application to graphics and geometry.
Attribution
In English.
Description based on online resource
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