Jodawi University

Spring 2002

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In-progress marked with

 


Simple Stuff 101

Mathematics for Computer Graphics Applications : An Introduction to the Mathematics and Geometry of Cad/Cam, Geometric Modeling, Scientific visualization, Michael E. Mortenson


  1. Vectors
  2. Matrix Methods
  3. Transformations
  4. Symmetry and Groups
  5. Limit and Continuity
  6. Topology
  7. Halfspaces
  8. Points
  9. Lines
  10. Planes
  11. Polygons
  12. Polyhedra
  13. Constructive Solid Geometry
  14. Curves
  15. The Bézier Curve
  16. Surfaces
  17. Computer Graphics Display Geometry
  18. Display and Scene Transformations

 


More Complicated Stuff 202

Geometric Modeling, Michael E. Mortenson


  1. Curves
  2. Hermite Curves
  3. Bézier Curves
  4. B-Spline Curves
  5. Surfaces
  6. The Bicubic Hermite Surface
  7. Bézier Surfaces
  8. B-Spline Surfaces
  9. Solids
  10. Complex Model Construction
  11. Relational Geometric Synthesis
  12. Appendices

 


Maybe Even More Complicated Stuff 303

The Nurbs Book, Les A. Piegl, Wayne Tiller


  1. Curve and surface basics
  2. B-spline basis functions
  3. B-spline curves and surfaces
  4. Rational B-spline curves and surfaces
  5. Fundamental geometric algorithms
  6. Advanced geometric algorithms
  7. Conics and circles
  8. Construction of common surfaces
  9. Curve and surface fitting
  10. Advanced surface construction techniques
  11. Curve and surface shaping
  12. NURBS standards
  13. B-spline programming concepts

 


Stained Glass 333

Being a thingy i've started but not finished, Jodawi


  1. Design
  2. Cut out paper
  3. Buy 10X more glass than i plan on using because it's "pretty"
  4. Cut glass
  5. Cut self
  6. Screw up big expensive piece of glass
  7. Glue the screw up and hope nobody notices
  8. Buy lead
  9. Trample on lead
  10. Salvage lead
  11. Solder
  12. Frame
  13. Put that there goop in the crevices
  14. Do that whatever powder stuff
  15. Do that there acid or something to make the lead darker
  16. Add hangy stuff to frame

 


XML 123

XML in a Nutshell, Elliotte Rusty Harold, W. Scott Means


  1. Introducing XML
  2. XML Fundamentals
  3. Document Type Definitions
  4. Namespaces
  5. Internationalization
  6. XML as a Document Format
  7. XML on the Web
  8. XSL Transformations
  9. XPath
  10. XLinks
  11. XPointers
  12. Cascading Stylesheets (CSS)
  13. XSL Formatting Objects (XSL-FO)
  14. XML as a Data Format
  15. Programming Models
  16. Document Object Model (DOM)
  17. SAX
  18. XML 1.0 Reference
  19. XPath Reference
  20. XSLT Reference
  21. DOM Reference
  22. SAX Reference
  23. Character Sets

 


UML 666

UML in a Nutshell, Sinan Si Alhir

"The UML enables the capturing, communicating, and leveraging of strategic, tactical, and operational knowledge to facilitate increasing value by increasing quality, reducing costs, and reducing time-to-market while managing risks and being proactive in regard to ever-increasing change and complexity."

uh....right...

  1. Introduction
  2. The Big Picture
  3. Object Orientation    
  4. A Unified Modeling Language Tutorial
  5. The Unified Modeling Language
  6. Diagramming and Model Organization
  7. Class and Object Diagrams
  8. Use Case Diagrams
  9. Sequence Diagrams
  10. Collaboration Diagrams
  11. Statechart Diagrams
  12. Activity Diagrams
  13. Component Diagrams
  14. Deployment Diagrams
  15. Extension Mechanisms
  16. The Object Constraint Language

 


Other Geekery 321

Advanced 3D Game Programming With DirectX 7.0 Adrian Perez
World-Building (Science Fiction Writing Series) Stephen L. Gillett, Ben Bova
Javascript Pocket Reference David Flanagan
Dynamic Html : The Definitive Reference Danny Goodman
Learning the nitty-gritty details of several different CAD systems

 


more to come...

 


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