Reinventing the wheel is a terrible waste of time, yet legions of computer programmers do exactly that every day. *Geometric Tools for Computer Graphics* gives the working graphics programmer a vast collection of programming examples, complex code snippets explained and ready to use. Each chapter is filled with more than just code examples--the explanations needed to understand why these examples work the way they do are given by authors with experience both in writing and in the field.
There is nothing here for the casual graphics programmer and everything for the serious 2-D and 3-D programmer. Thirteen chapters, three appendices, and a three-column index that spans over 30 pages cover everything about computer-graphic geometry, from the basics of using matrices and linear systems to intersecting 3-D objects.

The appendices alone are worth the price: "Numerical Methods," "Trigonometry," and "Basic Formulas for Geometric Primitives" are treasures filled with hard-core examples of the kind that can be put to use right out of the box. Less experienced programmers will find these to be invaluable references, but then there's the rest of the book--nearly 1,000 pages loaded with examples and theory, page after page of information written in a clear, concise voice.

Any hard-core graphics programmer will appreciate the value of the examples presented here, as well as the discussion of theory. After all, there's no need to waste time experimenting with code once the theory is known. *Geometric Tools* represents the best of both worlds: discussion of theory and code examples built on and culled from years of experience. *--Mike Caputo*

Do you spend too much time creating the building blocks of your graphics applications or finding and correcting errors? *Geometric Tools for Computer Graphics* is an extensive, conveniently organized collection of proven solutions to fundamental problems that you'd rather not solve over and over again, including building primitives, distance calculation, approximation, containment, decomposition, intersection determination, separation, and more.

If you have a mathematics degree, this book will save you time and trouble. If you don't, it will help you achieve things you may feel are out of your reach. Inside, each problem is clearly stated and diagrammed, and the fully detailed solutions are presented in easy-to-understand pseudocode. You also get the mathematics and geometry background needed to make optimal use of the solutions, as well as an abundance of reference material contained in a series of appendices.

* Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors.

* Covers problems relevant for both 2D and 3D graphics programming.

* Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you.

* Provides the math and geometry background you need to understand the solutions and put them to work.

* Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode.

* Resources associated with the book are available at the companion Web site www.mkp.com/gtcg.