Description

Book Synopsis

Linear algebra is growing in importance. 3D entertainment, animations in movies and video games are developed using linear algebra. Animated characters are generated using equations straight out of this book. Linear algebra is used to extract knowledge from the massive amounts of data generated from modern technology.

The Fourth Edition of this popular text introduces linear algebra in a comprehensive, geometric, and algorithmic way. The authors start with the fundamentals in 2D and 3D, then move on to higher dimensions, expanding on the fundamentals and introducing new topics, which are necessary for many real-life applications and the development of abstract thought. Applications are introduced to motivate topics.

The subtitle, A Geometry Toolbox, hints at the book's geometric approach, which is supported by many sketches and figures. Furthermore, the book covers applications of triangles, polygons, conics, and curves. Examples demonstrate each top

Table of Contents

1. Descartes' Discovery. 1.1. Local and Global Coordinates: 2D. 1.2. Going from Global to Local. 1.3. Local and Global Coordinates: 3D. 1.4. Stepping Outside the Box. 1.5. Application: Creating Coordinates. 1.6. Exercises. 2. Here and There: Points and Vectors in 2D. 2.1. Points and Vectors. 2.2. What's the Difference? 2.3. Vector Fields. 2.4. Length of a Vector. 2.5. Combining Points. 2.6. Independence. 2.7. Dot Product. 2.8. Application: Lighting Model. 2.9. Orthogonal Projections. 2.10. Inequalities. 2.11. Exercises. 3. Lining Up: 2D Lines. 3.1. Defining a Line. 3.2. Parametric Equation of a Line. 3.3. Implicit Equation of a Line. 3.4. Explicit Equation of a Line. 3.5. Converting Between Line Forms. 3.6. Distance of a Point to a Line. 3.7. The Foot of a Point. 3.8. A Meeting Place: Computing Intersections. 3.9. Application: Closest Point of Approach. 3.10. Exercises. 4. Changing Shapes: Linear Maps in 2D. 4.1. Skew Target Boxes. 4.2. The Matrix Form. 4.3. Linear Spaces. 4.4. Scalings. 4.5 Reflections. 4.6. Rotations. 4.7. Shears. 4.8. Projections. 4.9. Application: Free-form Deformations. 4.10. Areas and Linear Maps: Determinants. 4.11. Composing Linear Maps. 4.12. More on Matrix Multiplication. 4.13. Matrix Arithmetic Rules. 4.14. Exercises. 5. 2 x 2 Linear Systems. 5.1. Skew Target Boxes Revisited. 5.2. The Matrix Form. 5.3. A Direct Approach: Cramer's Rule. 5.4. Gauss Elimination. 5.5. Pivoting. 5.6. Unsolvable Systems. 5.7. Underdetermined Systems. 5.8. Homogeneous Systems. 5.9. Kernel. 5.10. Undoing Maps: Inverse Matrices. 5.11. Defining a Map. 5.12. Change of Basis. 5.13. Application: Intersecting Lines. 5.14. Exercises. 6. Moving Things Around: Affine Maps in 2D. 6.1. Coordinate Transformations. 6.2. Affine and Linear Maps. 6.3. Translations. 6.4. Application: Animation. 6.5. Mapping Triangles to Triangles. 6.6. Composing Affine Maps. 6.7. Exercises. 7. Eigen Things. 7.1. Fixed Directions. 7.2. Eigenvalues. 7.3. Eigenvectors. 7.4. Striving for More Generality. 7.5. The Geometry of Symmetric Matrices and the Eigendecomposition. 7.6. Quadratic Forms. 7.7. Repeating Maps. 7.8. Exercises. 8. 3D Geometry. 8.1. From 2D to 3D. 8.2. Cross Product. 8.3. Lines. 8.4. Planes. 8.5. Scalar Triple Product. 8.6. Application: Lighting and Shading. 8.7. Exercises. 9. Linear Maps in 3D. 9.1. Matrices and Linear Maps. 9.2. Linear Spaces. 9.3. Scalings. 9.4. Reflections. 9.5 Shears. 9.6. Rotations. 9.7. Projections. 9.8. Volumes and Linear Maps: Determinants. 9.9. Combining Linear Maps. 9.10. Inverse Matrices. 9.11. Application: Mapping Normals. 9.12. More on Matrices. 9.13. Exercises. 10. Affine Maps in 3D. 10.1. Affine Maps. 10.2. Translations. 10.3. Mapping Tetrahedra. 10.4. Parallel Projections. 10.5. Homogeneous Coordinates and Perspective Maps. 10.6. Application: Building Instance Models. 10.7. Exercises. 11. Interactions in 3D. 11.1. Distance Between a Point and a Plane. 11.2. Distance Between Two Lines. 11.3. Lines and Planes: Intersections. 11.4. Intersecting a Triangle and a Line. 11.5. Reflections. 11.6. Intersecting Three Planes. 11.7. Intersecting Two Planes. 11.8. Creating Orthonormal Coordinate Systems. 11.9. Application: Camera Model. 11.10. Exercises. 12. Gauss for Linear Systems. 12.1. The Problem. 12.2. The Solution via Gauss Elimination. 12.3. Homogeneous Linear Systems. 12.4. Inverse Matrices. 12.5. LU Decomposition. 12.6. Determinants. 12.7. Least Squares. 12.8. Application: Fitting Data from a Femoral Head. 12.9. Exercises. 13. Alternative System Solvers. 13.1. The Householder Method. 13.2. Vector Norms. 13.3. Matrix Norms. 13.4. The Condition Number. 13.5. Vector Sequences. 13.6. Iterative Methods: Gauss-Jacobi and Gauss-Seidel. 13.7. Application: Mesh Smoothing. 13.8. Exercises. 14. General Linear Spaces. 14.1. Basic Properties of Linear Spaces. 14.2. Linear Maps. 14.3. Inner Products. 14.4. Gram-Schmidt Orthonormalization. 14.5. QR Decompositon. 14.6. A Gallery of Spaces. 14.7. Least Squares. 14.8. Application: Music Analysis. 14.9. Exercises. 15. Eigen Things Revisited. 15.1. The Basics Revisited. 15.2. Similarity and Diagonalization. 15.3. Quadratic Forms. 15.4. The Power Method. 15.5. Application: Google Eigenvector. 15.6. QR Algorithm. 15.7. Eigenfunctions. 15.8. Application: Inuenza Modelling. 15.9. Exercises. 16. The Singular Value Decomposition. 16.1. The Geometry of the 2 x 2 Case. 16.2. The General Case. 16.3. SVD Steps. 16.4. Singular Values and Volumes. 16.5. The Pseudoinverse. 16.6. Least Squares. 16.7. Application: Image Compression. 16.8. Principal Components Analysis. 16.9. Application: Face Authentication. 16.10. Exercises. 17. Breaking It Up: Triangles. 17.1. Barycentric Coordinates. 17.2. Affine Invariance. 17.3. Some Special Points. 17.4. 2D Triangulations. 17.5. A Data Structure. 17.6. Application: Point Location. 17.7. 3D Triangulations. 17.8. Exercises. 18. Putting Lines Together: Polylines and Polygons. 18.1 Polylines. 18.2. Polygons. 18.3. Convexity. 18.4. Types of Polygons. 18.5. Unusual Polygons. 18.6. Turning Angles and Winding Numbers. 18.7. Area. 18.8. Application: Planarity Test. 18.9. Application: Inside or Outside? 18.10. Exercises. 19. Conics. 19.1. The General Conic. 19.2. Analyzing Conics. 19.3. General Conic to Standard Position. 19.4. The Action Ellipse. 19.5. Exercises. 20. Curves. 20.1. Parametric Curves. 20.2. Properties of Bézier Curves. 20.3. The Matrix Form. 20.4. Derivatives. 20.5. Composite Curves. 20.6. The Geometry of Planar Curves. 20.7. Application: Moving along a Curve. 20.8. Exercises. A. Applications. B. Glossary. C. Selected Exercises Solutions. Bibliography.

Practical Linear Algebra

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    Order before 4pm today for delivery by Wed 24 Jun 2026.

    A Hardback by Dianne Hansford, Dianne Hansford

    15 in stock


      View other formats and editions of Practical Linear Algebra by Dianne Hansford

      Publisher: Taylor & Francis Ltd
      Publication Date: 10/13/2021 12:00:00 AM
      ISBN13: 9780367507848, 978-0367507848
      ISBN10: 0367507846

      Description

      Book Synopsis

      Linear algebra is growing in importance. 3D entertainment, animations in movies and video games are developed using linear algebra. Animated characters are generated using equations straight out of this book. Linear algebra is used to extract knowledge from the massive amounts of data generated from modern technology.

      The Fourth Edition of this popular text introduces linear algebra in a comprehensive, geometric, and algorithmic way. The authors start with the fundamentals in 2D and 3D, then move on to higher dimensions, expanding on the fundamentals and introducing new topics, which are necessary for many real-life applications and the development of abstract thought. Applications are introduced to motivate topics.

      The subtitle, A Geometry Toolbox, hints at the book's geometric approach, which is supported by many sketches and figures. Furthermore, the book covers applications of triangles, polygons, conics, and curves. Examples demonstrate each top

      Table of Contents

      1. Descartes' Discovery. 1.1. Local and Global Coordinates: 2D. 1.2. Going from Global to Local. 1.3. Local and Global Coordinates: 3D. 1.4. Stepping Outside the Box. 1.5. Application: Creating Coordinates. 1.6. Exercises. 2. Here and There: Points and Vectors in 2D. 2.1. Points and Vectors. 2.2. What's the Difference? 2.3. Vector Fields. 2.4. Length of a Vector. 2.5. Combining Points. 2.6. Independence. 2.7. Dot Product. 2.8. Application: Lighting Model. 2.9. Orthogonal Projections. 2.10. Inequalities. 2.11. Exercises. 3. Lining Up: 2D Lines. 3.1. Defining a Line. 3.2. Parametric Equation of a Line. 3.3. Implicit Equation of a Line. 3.4. Explicit Equation of a Line. 3.5. Converting Between Line Forms. 3.6. Distance of a Point to a Line. 3.7. The Foot of a Point. 3.8. A Meeting Place: Computing Intersections. 3.9. Application: Closest Point of Approach. 3.10. Exercises. 4. Changing Shapes: Linear Maps in 2D. 4.1. Skew Target Boxes. 4.2. The Matrix Form. 4.3. Linear Spaces. 4.4. Scalings. 4.5 Reflections. 4.6. Rotations. 4.7. Shears. 4.8. Projections. 4.9. Application: Free-form Deformations. 4.10. Areas and Linear Maps: Determinants. 4.11. Composing Linear Maps. 4.12. More on Matrix Multiplication. 4.13. Matrix Arithmetic Rules. 4.14. Exercises. 5. 2 x 2 Linear Systems. 5.1. Skew Target Boxes Revisited. 5.2. The Matrix Form. 5.3. A Direct Approach: Cramer's Rule. 5.4. Gauss Elimination. 5.5. Pivoting. 5.6. Unsolvable Systems. 5.7. Underdetermined Systems. 5.8. Homogeneous Systems. 5.9. Kernel. 5.10. Undoing Maps: Inverse Matrices. 5.11. Defining a Map. 5.12. Change of Basis. 5.13. Application: Intersecting Lines. 5.14. Exercises. 6. Moving Things Around: Affine Maps in 2D. 6.1. Coordinate Transformations. 6.2. Affine and Linear Maps. 6.3. Translations. 6.4. Application: Animation. 6.5. Mapping Triangles to Triangles. 6.6. Composing Affine Maps. 6.7. Exercises. 7. Eigen Things. 7.1. Fixed Directions. 7.2. Eigenvalues. 7.3. Eigenvectors. 7.4. Striving for More Generality. 7.5. The Geometry of Symmetric Matrices and the Eigendecomposition. 7.6. Quadratic Forms. 7.7. Repeating Maps. 7.8. Exercises. 8. 3D Geometry. 8.1. From 2D to 3D. 8.2. Cross Product. 8.3. Lines. 8.4. Planes. 8.5. Scalar Triple Product. 8.6. Application: Lighting and Shading. 8.7. Exercises. 9. Linear Maps in 3D. 9.1. Matrices and Linear Maps. 9.2. Linear Spaces. 9.3. Scalings. 9.4. Reflections. 9.5 Shears. 9.6. Rotations. 9.7. Projections. 9.8. Volumes and Linear Maps: Determinants. 9.9. Combining Linear Maps. 9.10. Inverse Matrices. 9.11. Application: Mapping Normals. 9.12. More on Matrices. 9.13. Exercises. 10. Affine Maps in 3D. 10.1. Affine Maps. 10.2. Translations. 10.3. Mapping Tetrahedra. 10.4. Parallel Projections. 10.5. Homogeneous Coordinates and Perspective Maps. 10.6. Application: Building Instance Models. 10.7. Exercises. 11. Interactions in 3D. 11.1. Distance Between a Point and a Plane. 11.2. Distance Between Two Lines. 11.3. Lines and Planes: Intersections. 11.4. Intersecting a Triangle and a Line. 11.5. Reflections. 11.6. Intersecting Three Planes. 11.7. Intersecting Two Planes. 11.8. Creating Orthonormal Coordinate Systems. 11.9. Application: Camera Model. 11.10. Exercises. 12. Gauss for Linear Systems. 12.1. The Problem. 12.2. The Solution via Gauss Elimination. 12.3. Homogeneous Linear Systems. 12.4. Inverse Matrices. 12.5. LU Decomposition. 12.6. Determinants. 12.7. Least Squares. 12.8. Application: Fitting Data from a Femoral Head. 12.9. Exercises. 13. Alternative System Solvers. 13.1. The Householder Method. 13.2. Vector Norms. 13.3. Matrix Norms. 13.4. The Condition Number. 13.5. Vector Sequences. 13.6. Iterative Methods: Gauss-Jacobi and Gauss-Seidel. 13.7. Application: Mesh Smoothing. 13.8. Exercises. 14. General Linear Spaces. 14.1. Basic Properties of Linear Spaces. 14.2. Linear Maps. 14.3. Inner Products. 14.4. Gram-Schmidt Orthonormalization. 14.5. QR Decompositon. 14.6. A Gallery of Spaces. 14.7. Least Squares. 14.8. Application: Music Analysis. 14.9. Exercises. 15. Eigen Things Revisited. 15.1. The Basics Revisited. 15.2. Similarity and Diagonalization. 15.3. Quadratic Forms. 15.4. The Power Method. 15.5. Application: Google Eigenvector. 15.6. QR Algorithm. 15.7. Eigenfunctions. 15.8. Application: Inuenza Modelling. 15.9. Exercises. 16. The Singular Value Decomposition. 16.1. The Geometry of the 2 x 2 Case. 16.2. The General Case. 16.3. SVD Steps. 16.4. Singular Values and Volumes. 16.5. The Pseudoinverse. 16.6. Least Squares. 16.7. Application: Image Compression. 16.8. Principal Components Analysis. 16.9. Application: Face Authentication. 16.10. Exercises. 17. Breaking It Up: Triangles. 17.1. Barycentric Coordinates. 17.2. Affine Invariance. 17.3. Some Special Points. 17.4. 2D Triangulations. 17.5. A Data Structure. 17.6. Application: Point Location. 17.7. 3D Triangulations. 17.8. Exercises. 18. Putting Lines Together: Polylines and Polygons. 18.1 Polylines. 18.2. Polygons. 18.3. Convexity. 18.4. Types of Polygons. 18.5. Unusual Polygons. 18.6. Turning Angles and Winding Numbers. 18.7. Area. 18.8. Application: Planarity Test. 18.9. Application: Inside or Outside? 18.10. Exercises. 19. Conics. 19.1. The General Conic. 19.2. Analyzing Conics. 19.3. General Conic to Standard Position. 19.4. The Action Ellipse. 19.5. Exercises. 20. Curves. 20.1. Parametric Curves. 20.2. Properties of Bézier Curves. 20.3. The Matrix Form. 20.4. Derivatives. 20.5. Composite Curves. 20.6. The Geometry of Planar Curves. 20.7. Application: Moving along a Curve. 20.8. Exercises. A. Applications. B. Glossary. C. Selected Exercises Solutions. Bibliography.

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