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Mathematical Illustrations: A Manual of Geometry and PostScriptby Bill Casselman
Synopses & Reviews
This practical introduction to the techniques needed to produce high-quality mathematical illustrations is suitable for anyone with basic knowledge of coordinate geometry. Bill Casselman combines a completely self-contained step-by-step introduction to the graphics programming language PostScript with an analysis of the requirements of good mathematical illustrations. The many small simple graphics projects can also be used in courses in geometry, graphics, or general mathematics. Code for many of the illustrations is included, and can be downloaded from the book's web site: www.math.ubc.ca/~cass/graphics/manualMathematicians; scientists, engineers, and even graphic designers seeking help in creating technical illustrations need look no further.
Combines a completely self-contained step-by-step introduction to the graphics programming language PostScript with advice on what goes into good mathematical illustrations, chapters showing how good graphics can be used to explain mathematics, and a treatment of all the mathematics needed to make such illustrations. The many small simple graphics projects can also be used in courses in geometry, graphics, or general mathematics.
A completely self-contained step-by-step introduction to the graphics programming language PostScript plus advice on what goes into good mathematical illustrations.
About the Author
Bill Casselman holds a doctorate from Princeton University for his work on automorphic forms. He is currently Professor of Mathematics at the University of British Columbia. Additionally, he is the technical editor of the online collected works of Robert Langlands and the Graphics Editor of NOTICES of the American Mathematical Society.
Table of Contents
1. Getting started in PostScript; 2. Elementary coordinate geometry; 3. Variables and procedures; 4. Coordinates and conditionals; 5. Drawing polygons: loops and arrays; 6. Curves; 7. Drawing curves automatically: procedures as arguments; 8. Non-linear 2D transformations: deconstructing paths; 9. Recursion in PostScript; 10. Perspective and homogeneous coordinates; 11. Introduction to drawing in three dimensions; 12. Transformations in 3D; 13. PostScript in 3D; 14. Drawing surfaces in 3D; Appendix 1. Summary of PostScript commands; Appendix 2. Setting up your PostScript environment; Appendix 3. Structured PostScript documents; Appendix 4. Simple text display; Appendix 5. Zooming; Appendix 6. Evaluating polynomials: getting along without variables; Appendix 7. Importing PostScript files; Epilogue.
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