This textbook is an introductory coverage of algorithms and data structures with application to graphics and geometry.

Table of Contents

Part I: Programming environments for motion, graphics, and geometry

1. Reducing a task to given primitives: programming motion

2. Graphics primitives and environments

3. Algorithm animation

Part II: Programming concepts: beyond notation

4. Algorithms and programs as literature: substance and form

5. Divide-and-conquer and recursion.

6. Syntax

7. Syntax analysis

Part III: Objects, algorithms, programs.

8. Truth values, the data type 'set', and bit acrobatics

9. Ordered sets

10. Strings

11. Matrices and graphs: transitive closure

12. Integers

13. Reals

14. Straight lines and circles

Part IV: Complexity of problems and algorithms

15. Computability and complexity

16. The mathematics of algorithm analysis

17. Sorting and its complexity

Part V: Data structures

18. What is a data structure?

19. Abstract data types

20. Implicit data structures

21. List structures

22. Address computation

23. Metric data structures

Part VI: Interaction between algorithms and data structures: case studies in geometric computation

24. Sample problems and algorithms

25. Plane-sweep: a general-purpose algorithm for two-dimensional problems illustrated using line segment intersection

26. The closest pair