This book presents a concise exposition of modern mathematical concepts, models and methods with applications in computer graphics, vision and machine learning. The compendium is organized in four parts — Algebra, Geometry, Topology, and Applications. One of the features is a unique treatment of tensor and manifold topics to make them easier for the students. All proofs are omitted to give an emphasis on the exposition of the concepts. Effort is made to help students to build intuition and avoid parrot-like learning.
There is minimal inter-chapter dependency. Each chapter can be used as an independent crash course and the reader can start reading from any chapter — almost. This book is intended for upper level undergraduate students, graduate students and researchers in computer graphics, geometric modeling, computer vision, pattern recognition and machine learning. It can be used as a reference book, or a textbook for a selected topics course with the instructor's choice of any of the topics.
The book presents a comprehensive overview of modern mathematical concepts, models, methods and tools with applications in computer graphics, computer vision and machine learning.
Fifteen topics in modern mathematics are arranged in three parts: algebra, geometry and topology, with an emphasis on tensors and manifolds. and a separate part on applications.
It can be used as a textbook for a selected topics course at the undergraduate or graduate level. It can also be used as fifteen short crash courses for self-study of any of the topics in any order, with minimal inter-chapter dependencies. This book is based on the lecture notes of two courses the author has taught in the US "Gaming Mathematics" at the undergraduate level and "Mathematical Methods in Computer Graphics and Vision" at the graduate level, with considerable expansions.