John Vince's career in computer graphics spans 45 years. His computer animation system PICASO, was widely used by UK universities and research institutes during the 1970s and 1980s, and he used PICASO to to train TV graphic designers in computer animation during this period. A consequence of these courses resulted in dozens of commissions from TV companies, advertising agencies and film studios.
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Quaternions for Computer Graphics

I have just completed the manuscript for this book, which will be published later this year.

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Rotation Transforms for Computer Graphics

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Springer, 2011, ISBN 978-0-85729-153-0

Rotation transforms are used everywhere in computer graphics from rotating images in editing software, to providing an arbitrary view of a 3D virtual environment. Although the former is a trivial operation, the latter can be a challenging task. This book covers a wide range of mathematical techniques used for rotating points and frames of reference in...

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Mathematics for Computer Graphics (3rd edition)

Maths_for_cg

Springer, 2010, ISBN 978-1-84996-022-9

I have updated the second edition published in 2006 with a brand-new publication. There are chapters on numbers, algebra, trigonometry, coordinate geometry, transforms, vectors, curves & surfaces, barycentric coordinates and analytic geometry. Plus, I have included a chapter on geometric algebra, based upon material used in my geometric algebra books...

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Geometric Algebra: An Algebraic System for Computer Games and Animation

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Springer, 2009, ISBN 978-1-84882-378-5

The first two chapters review the products for real, complex and quaternion structures, and any non-commutative qualities that they possess. Chapter three reviews the familiar scalar and vector products and introduces the idea of ‘dyadics’, which provide a useful mechanism for describing the features of geometric algebra. The remaining six chapters cover...

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Geometric Algebra for Computer Graphics

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Springer, 2008, ISBN 978-1-84628-996-5

The first five chapters review the algebras of real numbers, complex numbers, vectors, and quaternions and their associated axioms, together with the geometric conventions employed in analytical geometry. As well as putting geometric algebra into its historical context, I provide chapters on Grassmann’s outer product and Clifford’s geometric product...

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Vector Analysis for Computer Graphics

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Springer, 2007, ISBN 978-1-84628-803-6

Vector Analysis for Computer Graphics provides a complete introduction to vector analysis, especially within the context of computer graphics. I show why vectors are useful, and how it is possible to develop analytical skills in manipulating the vector algebra. Each topic covered is placed in the context of a practical application within computer graphics...

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Mathematics for Computer Graphics

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Springer, 2006, ISBN 1-84628-034-6

This is the second edition of Mathematics for Computer Graphics with three new chapters on analytic geometry, barycentric coordinates and worked examples.

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Geometry for Computer Graphics

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Springer, 2005, ISBN 1-85233-834-2

The book is divided into 4 sections: the first summarizes hundreds of formulae used to solve 2D and 3D geometric problems. The second section places these formulae in context in the form of worked examples. The third provides the origin and proofs of these formulae and communicates mathematical strategies for solving geometric problems. The last section...

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Introduction to Virtual Reality

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Springer, 2004, ISBN 1-85233-739-7

Essentially, virtual reality is about the navigation and manipulation of 3D computer-generated environments. A VR user is able to navigate by walking, running or even flying through a virtual environment and explore viewpoints that would be impossible in the real world. But the real benefit of VR is the ability to touch, animate, pick up and reposition virtual...

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Essential Mathematics for Computer Graphics

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Springer, 2001

In ten chapters you will rediscover - and hopefully discover for the first time a new way of understanding - the mathematical techniques required to solve problems and design computer programs for computer graphic applications. Each chapter explores a specific mathematical topic and takes you forward into more advanced areas until you are able to understand 3D curves and surface...

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