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Computer Graphics 2ND Edition Principles & Practiceby James Foley
Synopses & Reviews
The best-selling book on computer graphics is now available in this C-language version. All code has been converted into C, and changes through the ninth printing of the second edition have been incorporated. The book's many outstanding features continue to ensure its position as the standard computer graphics text and reference.
By uniquely combining current concepts and practical applications in computer graphics, four well-known authors provide here the most comprehensive, authoritative, and up-to-date coverage of the field. The important algorithms in 2D and 3D graphics are detailed for easy implementation, including a close look at the more subtle special cases. There is also a thorough presentation of the mathematical principles of geometric transformations and viewing.
In this book, the authors explore multiple perspectives on computer graphics: the user's, the application programmer's, the package implementor's, and the hardware designer's. For example, the issues of user-centered design are expertly addressed in three chapters on interaction techniques, dialogue design, and user interface software. Hardware concerns are examined in a chapter, contributed by Steven Molnar and Henry Fuchs, on advanced architectures for real-time, high performance graphics.
The comprehensive topic coverage includes:
Over 100 full-color plates and over 700 figures illustrate the techniques presented in the book.
Book News Annotation:
Subtitled: An essay on syntax, semantics, and pragmatics in natural man-machine communication. Analyzes the functioning of natural language in communication. The resulting system, called left- associative grammar (LA-grammar), incorporates the basic input-output conditions of speech as (1) a strictly time-linear (left-associative) derivation order, and (2) a decidable, bidirectional mapping between the surface of sentences and their meaning. Almost completely rewritten, this work remains the most comprehensive, authoritative, and up-to-date coverage of the field. The important algorithms in 2D and 3D graphics are detailed for easy implementation.
Annotation c. Book News, Inc., Portland, OR (booknews.com)
Includes bibliographical references (p. 1113-1151) and index.
Table of Contents
Image Processing as Picture Analysis.
The Advantages of Interactive Graphics.
Representative Uses of Computer Graphics.
Classification of Applications.
Development of Hardware and Software for Computer Graphics.
Conceptual Framework for Interactive Graphics.
2. Programming in the Simple Raster Graphics Package (SRGP)/.
Drawing with SRGP/.
Basic Interaction Handling/.
Raster Graphics Features/.
Limitations of SRGP/.
3. Basic Raster Graphics Algorithms for Drawing 2d Primitives.
Scan Converting Lines.
Scan Converting Circles.
Scan Convertiing Ellipses.
Filling Ellipse Arcs.
Line Style and Pen Style.
Clipping in a Raster World.
Clipping Circles and Ellipses.
4. Graphics Hardware.
Raster-Scan Display Systems.
The Video Controller.
Random-Scan Display Processor.
Input Devices for Operator Interaction.
5. Geometrical Transformations.
Homogeneous Coordinates and Matrix Representation of 2D Transformations.
Composition of 2D Transformations.
The Window-to-Viewport Transformation.
Matrix Representation of 3D Transformations.
Composition of 3D Transformations.
Transformations as a Change in Coordinate System.
6. Viewing in 3D.
Specifying an Arbitrary 3D View.
Examples of 3D Viewing.
The Mathematics of Planar Geometric Projections.
Implementing Planar Geometric Projections.
7. Object Hierarchy and Simple PHIGS (SPHIGS).
Characteristics of Retained-Mode Graphics Packages.
Defining and Displaying Structures.
Hierarchical Structure Networks.
Matrix Composition in Display Traversal.
Appearance-Attribute Handling in Hierarchy.
Screen Updating and Rendering Modes.
Structure Network Editing for Dynamic Effects.
Additional Output Features.
Optimizing Display of Hierarchical Models.
Limitations of Hierarchical Modeling in PHIGS.
Alternative Forms of Hierarchical Modeling.
8. Input Devices, Interaction Techniques, and Interaction Tasks.
Basic Interaction Tasks.
Composite Interaction Tasks.
9. Dialogue Design.
The Form and Content of User-Computer Dialogues.
Important Design Considerations.
Modes and Syntax.
The Design Methodology.
10. User Interface Software.
Basic Interaction-Handling Models.
Output Handling in Window Systems.
Input Handling in Window Systems.
User-Interface Management Systems.
11. Representing Curves and Surfaces.
Parametric Cubic Curves.
Parametric Bicubic Surfaces.
12. Solid Modeling.
Regularized Boolean Set Operations.
Constructive Solid Geometry.
Comparison of Representations.
User Interfaces for Solid Modeling.
13. Achromatic and Colored Light.
Color Models for Raster Graphics.
Using Color in Computer Graphics.
14. The Quest for Visual Realism.
Rendering Techniques for Line Drawings.
Rendering Techniques for Shaded Images.
Improved Object Models.
Interacting with Our Other Senses.
Aliasing and Antialiasing.
15. Visible-Surface Determination.
Functions of Two Variables.
Techniques for Efficient Visible-Surface Determination.
Algorithms for Visible-Line Determination.
The z-Buffer Algorithm.
Algorithms for Octrees.
Algorithms for Curved Surfaces.
Visible-Surface Ray Tracing.
16. Illumination And Shading.
Shading Models for Polygons.
Physically Based Illumination Models.
Extended Light Sources.
Improving the Camera Model.
Global Illumination Algorithms.
Recursive Ray Tracing.
The Rendering Pipeline.
17. Image Manipulation and Storage.
What Is an Image?
Geometric Transformations of Images.
Mechanisms for Image Storage.
Special Effects with Images.
18. Advanced Raster Graphic Architecture.
Simple Raster-Display System.
Standard Graphics Pipeline.
Introduction to Multiprocessing.
Pipeline Front-End Architecture.
Parallel Front-End Architectures.
Multiprocessor Rasterization Architectures.
Enhanced Display Capabilities.
19. Advanced Geometric and Raster Algorithms.
The Special Problems of Text.
Making copyPixel Fast.
The Shape Data Structure and Shape Algebra.
Managing Windows with bitBlt.
Page Description Languages.
20. Advanced Modeling Techniques.
Extensions of Previous Techniques.
Physically Based Modeling.
Special Models for Natural and Synthetic Objects.
Automating Object Placement.
Conventional and Computer-Assisted Animation.
Methods of Controlling Animation.
Basic Rules of Animation.
Problems Peculiar to Animation.
Appendix: Mathematics for Computer Graphics.
Vector Spaces and Affine Spaces.
Some Standard Constructions in Vector Spaces.
Dot Products and Distances.
Linear and Affine Transformations.
Eigenvalues and Eigenvectors.
Newton-Raphson Iteration for Root Finding.
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