Computer Graphics: Principles and PracticeProgramming in the simple raster graphics package (SRGP) - Basic raster graphics algorithms for drawing 2D primitives - Graphics hardware - Geometrical transformations - Viewing in 3D - Object hierarchy and simple phigs (SPHIGS) - Input devices, interaction techniques, and interaction tasks - Dialogue design - User interface software - Representing curves and surfaces - Solid modeling - Achromatic and colored light - The quest for visual realism - Visible-surface determination - Illumination and shading - Image manipulation and storage - Advanced raster graphics architecture - Advanced geometric and raster algorithms - Advanced modeling techniques - Animation. |
Contents
I | 1 |
III | 25 |
IV | 67 |
V | 145 |
VII | 199 |
IX | 227 |
XI | 283 |
XII | 345 |
XIX | 531 |
XXI | 561 |
XXIII | 603 |
XXIV | 643 |
XXV | 715 |
XXVII | 808 |
XXVIII | 847 |
XXX | 915 |
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Common terms and phrases
algorithm application program axis b-reps B-splines bitmap bits BSP tree button calculations Chapter clip rectangle Color Plate command computer graphics control points coordinate system create cursor curve segment database defined determine device discussed in Section edge endpoints example filter frame buffer function geometric Gouraud shading graphics package hardware hierarchy implemented input integer intensity interaction interpolated intersection light source matrix memory menu mode multiple node normal object octree operations P₁ parallel parameters patch performed perspective projection PHIGS pipeline pixel pixmap plane polygon polyline position primitives procedure quadtree radiosity raster graphics ray tracing reflection region rendering representation rotation sampling scan convert scan line screen selected sequence shading shadow shown in Fig shows specified specular SPHIGS SRGP structure surface surface normal techniques texture mapping transformation traversal user interface values vector vertex vertices view volume viewport visible visible-surface window system z-buffer