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Geometric Algebra: An Algebraic System for Computer Games and Animation

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In my first book on geometric algebra in 2007 the preface described how I had been completely surprised by the existence of geometric algebra, especially after having recently completed a book on vector analysis where it was not even mentioned! So why am I writing a second book on the same subject?Well it’s not because I have nothing better to do withmy time. There aremanymore books I have to write before going to the great library in the sky!

When I started writing Geometric Algebra for Computer Graphics I knew very little about the subject and had to understand the concepts as I went along—which was extremely difficult. In retrospect, the year spent writing that book was like climbing a mountain, and after completing the chapter on conformal geometry I had effectively reached the summit and, in terms of my understanding, the view was compelling. But having reached the summit I then had to race down with my manuscript and send it to Springer.

In the following weeks it was difficult to forget the previous year’s journey. Had I really understood geometric algebra? Had I really laid out the subject in a way that anyone could understand? Such questions bothered me on a daily basis, especially when walking my dog Monty. Such moments gave me the time to reflect upon what was really behind the algebra and what had gone on between Hamilton, Grassmann and Gibbs when the foundations of vector analysis were being established a hundred and fifty years ago.

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