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Computer graphics : a programming approach

By: Material type: TextTextPublication details: Berkley McGraw Hill Pub. 1987Description: xiv,466pISBN:
  • 0070267537
Subject(s):
DDC classification:
  • 006.6 HAR
Contents:
CONTENTS Preface xi 1 Geometry and Line Generation l Introduction 1 Lines 3 Line Segments 5 Perpendicular Lines 7 Distance between a Point and a Line 8 Vectors 10 Pixels and Frame Buffers 11 Vector Generation 11 Bresenham's Algorithm 17 Antialiasing of Lines 20 Thick Line Segments 21 Character Generation 22 Displaying the Frame Buffer 24 Further Reading 26 Exercises 27 Programming Problems 29 2 Graphics Primitives 33 Introduction 33 Display Devices 34 Primitive Operations 37 The Display-File Interpreter 40 Normalized Device Coordinates 41 Display-File Structure 42 Display-File Algorithms 45 Display Control 47 Text 49 The Line-Style Primitive 55 An Application 57 Further Reading 60 Exercises 61 Programming Problem 63 3 Polygons 70 Introduction i 70 Polygons 70 Polygon Representation 71 Entering Polygons 72 An Inside Test 74 Polygon Interfacing Algorithms 76 Filling Polygons 79 Filling with a Pattern 91 Initialization 93 Antialiasing 94 An Application 94 Further Reading 96 Exercises 97 Programming Problems 99 4 Transformations 107 Introduction 107 Matrices 107 Scaling Transformations 109 Sin and Cos 112 Rotation 113 Homogeneous Coordinates and Translation 116 Coordinate Transformations 118 Rotation about an Arbitrary Point 119 Other Transformations 120 Inverse Transformations 122 Transformation Routines 125 Transformations and Patterns 131 Initialization 136 Display Procedures 136 \n Application 139 Further Reading 140 Exercises 141 Programming Problems 143 5 Segments 146 Introduction 146 The Segment Table 147 Segment Creation 149 Closing a Segment 150 Deleting a Segment 150 Renaming a Segment 153 Visibility 154 Image Transformation 155 Revising Previous Transformation Routines 157 Saving and Showing Segments 159 Other Display-File Structures 161 Some Raster Techniques 163 An Application 165 Further Reading 166 Exercises 167 Programming Problems 169 6 Windowing and Clipping 172 Introduction 172 The Viewing Transformation 173 Viewing Transformation Implementation 178 Clipping 181 The Cohen-Sutherland Outcode Algorithm 182 The Sutherland-Hodgman Algorithm 184 The Clipping of Polygons 190 Adding Clipping to the System 195 Generalized Clipping 196 Position Relative to an Arbitrary Line 197 Multiple Windowing 198 An Application 199 Further Reading 200 Exercises 201 Programming Problems 202 7 Interaction 205 Introduction 205 Hardware 206 Input Device-Handling Algorithms 211 Event Hanclli ng 214 Sampled Devices 221 The Detectability Attribute 222 Simulating a Locator with a Pick 225 Simulating a Pick with a Locator 225 Echoing 230 Interactive Techniques 230 Further Reading 239 Exercises 241 Programming Problems 242 8 Three Dimensions 244 Introduction 244 3D Geometry 244 3D Primitives 249 3D Transformations 251 Rotation about an Arbitrary Axis 256 Parallel Projection 261 Perspective Projection 264 Viewing Parameters 268 Special Projections 276 Conversion to View Plane Coordinates 279 Clipping in Three Dimensions 285 Clipping Planes 290 The 3D Viewing Transformation 298 An Application 302 Further Reading 304 Exercises 305 Programming Problems 308 9 Hidden Surfaces and Lines 311 Introduction 311 Back-Face Removal 312 Back-Face Algorithms 316 Z Buffers 319 Scan-Line Algorithms 320 The Painter's Algorithm 321 Comparison Techniques 322 Warnock's Algorithm 323 Franklin Algorithm 325 Hidden-Line Methods 326 Binary Space Partition 327 An Application 341 Further Reading 341 Exercises 342 Programming Problems 343 10 Light, Color, and Shading 345 Introduction 345 Diffuse Illumination 345 Point-Source Illumination 348 Specular Reflection 349 Shading Algorithms 355 Smooth Shading of Surface Approximations 362 Transparency 365 Reflections 367 Shadows 368 Ray Tracing 370 Halftones 372 Color 376 Color Models 379 Gamma Correction 388 Color Tables 389 Extending the Shading Model to Color 390 Further Reading 391 Exercises 394 Programming Problems 395 11 Curves and Fractals' 397 Introduction 397 Curve Generation 397 Interpolation 400 Interpolating Algorithms 404 Interpolating Polygons 409 B Splines 410 B Splines and Corners 415 Curved Surface Patches 417 Bezier Curves 420 Fractals 424 Fractal Lines 427 Fractal Surfaces 431 An Application 435 Further Reading 437 Exercises 441 Programming Problems 442 Appendixes 444 A Information Guide 444 B Pidgin Algol 447 C Graphics on an Alphanumeric Terminal 453 Index 459
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Book CEPT Library BK 006.6 HAR Available 015563
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CONTENTS
Preface xi
1 Geometry and Line Generation l
Introduction 1
Lines 3
Line Segments 5
Perpendicular Lines 7
Distance between a Point and a Line 8
Vectors 10
Pixels and Frame Buffers 11
Vector Generation 11
Bresenham's Algorithm 17
Antialiasing of Lines 20
Thick Line Segments 21
Character Generation 22
Displaying the Frame Buffer 24
Further Reading 26
Exercises 27
Programming Problems 29
2 Graphics Primitives 33
Introduction 33
Display Devices 34
Primitive Operations 37
The Display-File Interpreter 40
Normalized Device Coordinates 41
Display-File Structure 42
Display-File Algorithms 45
Display Control 47
Text 49
The Line-Style Primitive 55
An Application 57
Further Reading 60
Exercises 61
Programming Problem 63
3 Polygons 70
Introduction i 70
Polygons 70
Polygon Representation 71
Entering Polygons 72
An Inside Test 74
Polygon Interfacing Algorithms 76
Filling Polygons 79
Filling with a Pattern 91
Initialization 93
Antialiasing 94
An Application 94
Further Reading 96
Exercises 97
Programming Problems 99
4 Transformations 107
Introduction 107
Matrices 107
Scaling Transformations 109
Sin and Cos 112
Rotation 113
Homogeneous Coordinates and Translation 116
Coordinate Transformations 118
Rotation about an Arbitrary Point 119
Other Transformations 120
Inverse Transformations 122
Transformation Routines 125
Transformations and Patterns 131
Initialization 136
Display Procedures 136
\n Application 139
Further Reading 140
Exercises 141
Programming Problems 143
5 Segments 146
Introduction 146
The Segment Table 147
Segment Creation 149
Closing a Segment 150
Deleting a Segment 150
Renaming a Segment 153
Visibility 154
Image Transformation 155
Revising Previous Transformation Routines 157
Saving and Showing Segments 159
Other Display-File Structures 161
Some Raster Techniques 163
An Application 165
Further Reading 166
Exercises 167
Programming Problems 169
6 Windowing and Clipping 172
Introduction 172
The Viewing Transformation 173
Viewing Transformation Implementation 178
Clipping 181
The Cohen-Sutherland Outcode Algorithm 182
The Sutherland-Hodgman Algorithm 184
The Clipping of Polygons 190
Adding Clipping to the System 195
Generalized Clipping 196
Position Relative to an Arbitrary Line 197
Multiple Windowing 198
An Application 199
Further Reading 200
Exercises 201
Programming Problems 202
7 Interaction 205
Introduction 205
Hardware 206
Input Device-Handling Algorithms 211
Event Hanclli ng 214
Sampled Devices 221
The Detectability Attribute 222
Simulating a Locator with a Pick 225
Simulating a Pick with a Locator 225
Echoing 230
Interactive Techniques 230
Further Reading 239
Exercises 241
Programming Problems 242
8 Three Dimensions 244
Introduction 244
3D Geometry 244
3D Primitives 249
3D Transformations 251
Rotation about an Arbitrary Axis 256
Parallel Projection 261
Perspective Projection 264
Viewing Parameters 268
Special Projections 276
Conversion to View Plane Coordinates 279
Clipping in Three Dimensions 285
Clipping Planes 290
The 3D Viewing Transformation 298
An Application 302
Further Reading 304
Exercises 305
Programming Problems 308
9 Hidden Surfaces and Lines 311
Introduction 311
Back-Face Removal 312
Back-Face Algorithms 316
Z Buffers 319
Scan-Line Algorithms 320
The Painter's Algorithm 321
Comparison Techniques 322
Warnock's Algorithm 323
Franklin Algorithm 325
Hidden-Line Methods 326
Binary Space Partition 327
An Application 341
Further Reading 341
Exercises 342
Programming Problems 343

10 Light, Color, and Shading 345
Introduction 345
Diffuse Illumination 345
Point-Source Illumination 348
Specular Reflection 349
Shading Algorithms 355
Smooth Shading of Surface Approximations 362
Transparency 365
Reflections 367
Shadows 368
Ray Tracing 370
Halftones 372
Color 376
Color Models 379
Gamma Correction 388
Color Tables 389
Extending the Shading Model to Color 390
Further Reading 391
Exercises 394
Programming Problems 395
11 Curves and Fractals' 397
Introduction 397
Curve Generation 397
Interpolation 400
Interpolating Algorithms 404
Interpolating Polygons 409
B Splines 410
B Splines and Corners 415
Curved Surface Patches 417
Bezier Curves 420
Fractals 424
Fractal Lines 427
Fractal Surfaces 431
An Application 435
Further Reading 437
Exercises 441
Programming Problems 442
Appendixes 444
A Information Guide 444
B Pidgin Algol 447
C Graphics on an Alphanumeric Terminal 453
Index 459

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