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Keywords: GRAPHIC COMPUTER
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3D Computer Graphics
Samuel R. Buss2003
1. Introduction; 2. Transformations and viewing; 3. Lighting, illumination, and shading; 4. Averaging and interpolation; 5. Texture mapping; 6. Color; 7. Bezier curves; 8. B-Splines; 9. Ray tracing; 10. Intersection testing; 11. Radiosity; 12. Animation and kinematics; Appendix A. Mathematics background; Appendix B. RayTracing software package.
CAMBRIDGE UNIV. PRESSHISBN-10: 0521821037
ISBN-13: 9780521821032
  PGS: N/AList: 70.00     YOUR PRICE: 70.00

3D Computer Graphics, 3rd Ed.
Watt, Alan2000

1. Mathematical fundamentals of computer graphics
2. Representation and modelling of 3D objects (1)
3. Representation and modelling of 3D objects (2)
4. Representation and rendering
5. The graphics pipeline (1) geometric operations
6. The graphics pipeline (2) rendering or algorithmic processes
7. Simulating light-object interaction: local reflection models
8. Mapping techniques
9. Geometric shadows
10. Global illumination
11. The radiosity method
12. Ray tracing strategies
13. Volume rendering
14. Anti-aliasing theory and practice
15. Colour and computer graphics
16. Image-based rendering and photo-modelling
17. Computer animation
18. Comparative image study

Addison Wesley - PEARSONISBN-10: 0201398559
ISBN-13: 9780201398557
  PGS: N/AList: 76.00     YOUR PRICE: 72.20

Advances in Computer Graphics and Computer Vision
BRAZ2007
This book includes selected papers of the VISAPP and GRAPP International Conferences 2006, held in Funchal, Madeira, Portugal, February 25-28, 2006. The 27 revised full papers presented were carefully reviewed and selected from 314 submissions. The topics,
SPRINGER VERLAGSISBN-10: 3540752721
ISBN-13: 9783540752721
  PGS: N/AList: 89.95     YOUR PRICE: 85.45

An Integrated Introduction to Computer Graphics and Geometric Modeling, 1st Ed.
Goldman, Ronald2009
CRC - TAYLOR & FRANCISHISBN-10: 143980334X
ISBN-13: 9781439803349
  PGS: 574List: 99.95     YOUR PRICE: 94.95

An Introduction to Computer Graphics and Creative 3-D Environments
BLUNDELL2008

This book introduces the fundamentals of 2-D and 3-D computer graphics. Additionally, a range of emerging, creative 3-D display technologies are described, including stereoscopic systems, immersive virtual reality, volumetric, varifocal, and others.

SPRINGER VERLAGHISBN-10: 1848000414
ISBN-13: 9781848000414
  PGS: N/AList: 69.95     YOUR PRICE: 66.45

An Introduction to Splines for Use in Computer Graphics and Geometric Modeling
Barsky1995

As the field of computer graphics develops, techniques for modeling complex curves and surfaces are increasingly important. A major technique is the use of parametric splines in which a curve is defined by piecing together a succession of curve segments, and surfaces are defined by stitching together a mosaic of surface patches.



An Introduction to Splines for Use in Computer Graphics and Geometric Modeling discusses the use of splines from the point of view of the computer scientist. Assuming only a background in beginning calculus, the authors present the material using many examples and illustrations with the goal of building the reader's intuition. Based on courses given at the University of California, Berkeley, and the University of Waterloo, as well as numerous ACM Siggraph tutorials, the book includes the most recent advances in computer-aided geometric modeling and design to make spline modeling techniques generally accessible to the computer graphics and geometric modeling communities.

Morgan Kaufmann - ELSEVIERSISBN-10: 1558604006
ISBN-13: 9781558604001
  PGS: 476List: 104.00     YOUR PRICE: 98.80

Andrew Glassner's Other Notebook: Further Recreations in Computer Graphics, 1st Ed.
Glassner ,Andrew2002
A. K. Peters - TAYLOR & FRANCISSISBN-10: 1568811713
ISBN-13: 9781568811710
  PGS: 276List: 49.00     YOUR PRICE: 46.55

Applied Geometry for Computer Graphics and CAD
MARSH2004

Focussing on the manipulation and representation of geometrical objects, this book explores the application of geometry to computer graphics and computer-aided design (CAD).

New features in this revised and updated edition include: the applicat,

SPRINGER VERLAGSISBN-10: 1852338015
ISBN-13: 9781852338015
  PGS: N/AList: 39.95     YOUR PRICE: 37.95

Artificial Intelligence Techniques for Computer Graphics
PLEMENOS2008

The purpose of this volume is to present current work of the Intelligent Computer Graphics community, a community growing up year after year. Indeed, if at the beginning of Computer Graphics the use of Artificial Intelligence techniques was quite unkno,

SPRINGER VERLAGHISBN-10: 3540851271
ISBN-13: 9783540851271
  PGS: N/AList: 129.00     YOUR PRICE: 122.55

Beyond Redundancy: How Geographic Redundancy Can Improve Service Availability and Reliability of Computer-Based Systems
Eric Bauer (Alcatel-Lucent Reliability )2011
WILEYHISBN-10: 1118038290
ISBN-13: 9781118038291
  PGS: 0List: 89.95     YOUR PRICE: 85.45

ChemGraphics: Computer Graphics for Organic Chemistry, Mac - SOFTWARE
Darrell J. Woodman1996
WILEYISBN-10: 0471128333
ISBN-13: 9780471128335
  PGS: 0List: 99.95     YOUR PRICE: 94.95

Computational Geometry and Computer Graphics in C++, 1st Ed.
Laszlo, Michael1996

I. BASICS.

1. Introduction.

Framework. Our Use of the C++ Language. Robustness.

2. Analysis of Algorithms.

Models of Computation. Complexity Measures. Asymptotic Analysis. Analysis of Recursive Algorithms. Problem Complexity. Chapter Notes. Exercises.

3. Data Structures.

What are Data Structures? Linked Lists. Lists. Stacks. Binary Search Trees. Braided Binary Search Trees. Randomized Search Trees. Chapter Notes. Exercises.

4. Geometric Data Structures.

Vectors. Points. Polygons. Edges. Geometric Objects in Space. Finding the Intersection of a Line and a Triangle. Chapter Notes. Exercises.

II. APPLICATIONS.

5. Incremental Insertion.

Insertion Sort. Finding Star-Shaped Polygons. Finding Convex Hulls: Insertion Hull. Point Enclosure: The Ray-Shooting Method. Point Enclosure: The Signed Angle Method. Line Clipping: The Cyrus-Beck Algorithm. Polygon Clipping: The Sutherland-Hodgman Algorithm. Triangulating Monotone Polygons. Chapter Notes. Exercises.

6. Incremental Selection.

Selection Sort. Finding Convex Hulls: Gift-Wrapping. Finding Complex Hulls: Graham Scan. Removing Hidden Surfaces: The Depth-Sort Algorithm. Intersection of Convex Polygons. Finding Delaunay Triangulations. Chapter Notes. Exercises.

7. Plane-Sweep Algorithms.

Finding the Intersections of Line Segments. Finding Convex Hulls: Insertion Hull Revisited. Contour of the Union of Rectangles. Decomposing Polygons into Monotone Pieces. Chapter Notes. Exercises.

8. Divide-and-Conquer Algorithms.

Merge Sort. Computing the Intersection of Half-Planes. Finding the Kernel of a Polygon. Finding Voronoi Regions. Merge Hull. Closest Points. Polygon Triangulation. Chapter Notes. Exercises.

9. Spatial Subdivision Methods.

The Range Searching Problem. The Grid Method. Quadtrees. Two-Dimensional Search Trees. Removing Hidden Surfaces: Binary Space Partition Trees. Chapter Notes. Exercises.

Bibliography.

Index.

Prentice Hall - PEARSONISBN-10: 0132908425
ISBN-13: 9780132908429
  PGS: N/AList: 125.40     YOUR PRICE: 119.13

COMPUTER GRAPHICS & ANIMATION DICTIONARY
CARTH GARDNER2003
GGC PUBLISHINGSISBN-10: 1589650050
ISBN-13: 9781589650053
  PGS: 255List: 24.95     YOUR PRICE: 23.70

Computer Graphics and Geometric Modelling
AGOSTON2005
Possibly the most comprehensive overview of computer graphics as seen in the context of geometric modeling, this two volume work covers implementation and theory in a thorough and systematic fashion. Computer Graphics and Geometric Modeling: Mathematics c, From the contents. Linear Algebra Topics.- Affine Geometry.- Projective Geometry.- Advanced Calculus Topics.- Point Set Topology.- Combinatorial Topology.- Algebraic Topology.- Differential Topology.- Differential Geometry.- Algebraic Geometry.- Appendice
SPRINGER VERLAGHISBN-10: 1852338176
ISBN-13: 9781852338176
  PGS: N/AList: 79.95     YOUR PRICE: 75.95

Computer Graphics and Geometric Modelling
AGOSTON2005
Possibly the most comprehensive overview of computer graphics as seen in the context of geometric modeling, this two volume work covers implementation and theory in a thorough and systematic fashion. Computer Graphics and Geometric Modeling: Implementatio, From the contents. Introduction.- Raster Algorithms.- Clipping.- Transformations and the Graphics Pipeline.- Approaches to Geometric Modelling.- Basic Geometric Modeling Tools.- Visible Surface Algorithms.- Colour.- Illumination and Shading.- Rendering Te
SPRINGER VERLAGHISBN-10: 1852338183
ISBN-13: 9781852338183
  PGS: N/AList: 89.95     YOUR PRICE: 85.45

Computer Graphics Companion
Editor: Jeffrey J. McConnell (Canisius2002
Preface. List of Contributors. Introduction. 1  General Issues. Computer Graphics Principles (McConnell). Graphic Design in New Media (O'Connell). Color as a Language of Design (O'Connell). Display Monitor (Raikes). Interactive Input Devices (McConnell). Graphics Standards (Carson). Image Compression (Motta, Rizzo and Storer). Computer Vision (Walters). Image Processing (Trivedi). 2  Entertainment. Computers in the Entertainment Industry (Anderson revised by Wilson). Computer Art (Lovejoy). Arcade Games (Reid-Green). Videogames (Reid-Green and Herman). Computer Animation (Hodgins and O'Brien). 3  Science and Engineering. Scientific Applications (Reilly). Scientific Visualization (Rhyne). Biocomputing (Witten). Medical Imaging (Huang). Computerized Tomagraphy (Herman). Geographic Informaton Systems (GIS) (Goodchild). Fractals (Saupe). Computational Geometry (Skiena). Computer-Aided Design/Computer-Aided Manufacturing (CAD/CAM) (Flachsbart, Shuey and Peters). Conmputer-Aided Engineering (MacKrell and Herzog). 4  Other Applications. User Interface (Jacob). Virtual Reality (Cockayne). Artificial Life (Liekens). Multimedia (Little). World Wide Web (Berghel). Desktop Publishing (Brown). Markup Languages (Ressler). Simulation (Smith). 5  Seven Specialist Profiles. Carolina Cruz Neira, Iowa State University. Mike Goslin, Walt Disney Imagineering. Jessica K Hodgins, Carnegie Mellon University. Jan Moorman, The 401 (k) Company. Holly Rushmeier, IBM TJ Watson Research Center. Gary Tarolli, NVIDIA. Michael Ragsdale Wright, Artist. 6  Web Resources. Index.  
JOHN WILEY & SONSHISBN-10: 0470865164
ISBN-13: 9780470865163
  PGS: 388List: 135.00     YOUR PRICE: 128.25

Computer Graphics for Artists: An Introduction
PAQUETTE2008

Computer Graphics for Artists: an introduction is an application-independent, reader-friendly primer for anyone with a serious desire to understand 3D Computer Graphics

Opening with the first and most basic elements of computer graphics,,

Introduction.- 3D1: Introduction to 3D Modeling.- Clean Geometry.- Measurements.- Design and Reference.- Basic Modeling Tools.- Resolution.- Texture Coordinates.- Conclusion, Part one: 3D1.- 3D2: Optimization and Surfaces.- Observation.- Optimization.-

SPRINGER VERLAGSISBN-10: 1848001404
ISBN-13: 9781848001404
  PGS: N/AList: 59.95     YOUR PRICE: 56.95

Computer Graphics for Java Programmers, 2nd Edition
Leen Ammeraal (Hogeschool Utrecht, The N2007
Preface.@p1 Elementary Concepts.@p1.1 Lines, Coordinates and Pixels.@p1.2 The Boundaries of Filled Regions.@p1.3 Logical Coordinates.@p1.4 Anisotropic and Isotropic Mapping Modes.@p1.5 Defining a Polygon by Using the Mouse.@pExercises.@p2 Applied Geometry.@p2.1 Vectors.@p2.2 Inner Product.@p2.3 Determinants.@p2.4 Vector Product.@p2.5 The Orientation of Three Points.@p2.6 Polygons.@p2.7 The Area of a Polygon.@p2.8 Point-in-Triangle Test.@p2.9 Point-in-Polygon Test.@p2.10 Point-on-Line Test.@p2.11 Distance Between a Point and a Line.@p2.12 Projection of a Point on a Line.@p2.13 Triangulation of Polygons.@pExercises.@p3 Geometrical Transformations.@p3.1 Matrix Multiplication.@p3.2 Linear Transformations.@p3.3 Translations.@p3.4 Homogeneous Coordinates.@p3.5 Inverse Transformations and Matrix Inversion.@p3.6 Rotation About an Arbitrary Point.@p3.7 Changing the Coordinate System.@p3.8 Rotations About 3D Coordinate Axes.@p3.9 Rotation About an Arbitrary Axis.@pExercises.@p4 Some Classic Algorithms.@p4.1 Bresenham's Algorithm for Line Drawing.@p4.2 Doubling the Line-Drawing Speed.@p4.3 Circles.@p4.4 Cohen-Sutherland Line Clipping.@p4.5 Sutherland-Hodgman Polygon Clipping.@p4.6 Bézier Curves.@p4.7 B-Spline Curve Fitting.@pExercises.@p5 Perspective.@p5.1 Introduction.@p5.2 The Viewing Transformation.@p5.3 The Perspective Transformation.@p5.4 A Cube in Perspective.@p5.5 Some Useful Classes.@p5.6 A General Program for Wire-Frame Models.@pExercises.@p6 Hidden-Line Elimination.@p6.1 Line Segments and Triangles.@p6.2 Tests for Visibility.@p6.3 Specification and Representation of 3D Objects.@p6.4 Holes and Invisible Line Segments.@p6.5 Individual Faces and Line Segments.@p6.6 Automatic Generation of Object Specification.@p6.7 Hidden-Line Elimination with HP-GL Output.@p6.8 Implementation.@pExercises.@p7 Hidden-Face Elimination.@p7.1 Back-Face Culling.@p7.2 Coloring Individual Faces.@p7.3 Painter's Algorithm.@p7.4 Z-Buffer Algorithm.@pExercises.@p8 Fractals.@p8.1 Introduction.@p8.2 Koch Curves.@p8.3 String Grammars.@p8.4. Mandelbrot and Julia Sets.@pExercises.@pAppendix A Linear Interpolation of 1/z.@pAppendix B A Note on Event Handling.@pAppendix C File Obj3D.java.@pAppendix D Class CvHLines.java.@pAppendix E Some Applications.@pE.1 Platonic Solids.@pE.2 Sphere Representations.@pE.3 A Torus.@pE.4 Beams in a Spiral.@pE.5 Functions of Two Variables.@pAppendix F Hints and Solutions to Exercises.@pBibliography.
WILEYSISBN-10: 0470031603
ISBN-13: 9780470031605
  PGS: 392List: 70.95     YOUR PRICE: 67.40

Computer Graphics for Landscape Architects: An Introduction, 1st Ed.
Jose BuitragoAshley Calabria2009
This book is an indispensable resource for Landscape Architecture students, beginning Landscape Architecture professionals, and current Landscape Architecture professionals who have not been able to make the transition from traditional graphics to computer graphics. This step-by-step guide is filled with visual screen shots, tutorials, and specific examples from the field.Chapter 1: Auto CAD Chapter 2: Auto CAD to Sketch Up Chapter 3: Auto CAD to Adobe Photoshop CS2 Chapter 4: Adobe Photoshop CSD Photomontage Chapter 5: In Design Chapter 6: Color Rendering Charrettes Index
CENGAGE Delmar LearningHISBN-10: 1418065250
ISBN-13: 9781418065256
  PGS: 336List: 137.95     YOUR PRICE: 131.05

Computer Graphics Through OpenGL: From Theory to Experiments, 1st Ed.
Guha, Sumanta2010
Chapman & Hall - TAYLOR & FRANCISHISBN-10: 1439846200
ISBN-13: 9781439846209
  PGS: 888List: 99.95     YOUR PRICE: 94.95

Computer Graphics Using Java 2D and 3D, 1st Ed.
Zhang, Hong
Liang, Y. Daniel
2007


 1. Introduction.


 2. Mathematical Background for Computer Graphics.


 3. 2D Graphics.


 4. Advanced 2D Topics.


 5. Basic 3D Graphics.


 6. Graphics Content.


 7. Geometric Transformation.


 8. Views.


 9. Lighting and Texturing.


10. Behavior and Interaction.


11. Animation.


12. Additional 3D Topics.


Index.
Prentice Hall - PEARSONISBN-10: 0130351180
ISBN-13: 9780130351180
  PGS: N/AList: 153.00     YOUR PRICE: 145.35

Computer Graphics Using OpenGL, 3rd Ed.
Hill Jr., Francis S
Kelley, Stephen M
2007

CONTENTS

Chapter 1 Introduction to Computer Graphics

     1.1 What is Computer Graphics?

     1.2 Where Computer Generated pictures are Used

     1.3 Elements of Pictures created in Computer Graphics.

     1.4 Graphics display devices

1.5 Graphics Input Primitives and Devices

     1.6. Chapter Summary & Exercises

     1.7. For Further Reading.

Chapter 2 Getting Started Drawing Figures

2.1 Getting started making pictures

     2.2 Drawing Basic Graphics Primitives

     2.3 Making Line-drawings

     2.4 Simple interaction with mouse and keyboard

     2.5. Summary

     2.6. Case Studies

     2.7. For Further Reading.

Chapter 3 Additional Drawing Tools

     3.1. Introduction

     3.2. World Windows and Viewports

     3.3. Clipping Lines

     3.4. Regular Polygons, Circles, and Arcs

     3.5. The Parametric Form of a Curve.

     3.6. Summary.

     3.7. Case Studies

     3.8. For Further Reading.

Chapter 4 Vector Tools for Graphics

     4.1. Introduction

     4.2. Review of Vectors

     4.3. The Dot Product.

4.4. The Cross Product of Two Vectors.

4.5. Representations of Key Geometric Objects.

4.6. Finding the Intersection of two Line Segments.

4.7. Intersections of Lines with Planes, and Clipping.

4.8. Polygon Intersection Problems.

4.9. Summary.

4.10. Case Studies

     4.11. For Further Reading.

Chapter 5 Transformations of Objects

5.1. Introduction

5.2. Introduction to Transformations

5.3. 3D Affine Transformations

5.4. How To Change Coordinate Systems

5.5. Affine Transformations used in a Program.

5.6. To Draw 3D Scenes Interactively with OpenGL.

5.7. Summary.

5.8. Case Studies.

5.9. For Further Reading.

Chapter 6 Modeling Shapes with Polygonal Meshes.

6.1. Introduction

6.2. Introduction to Solid Modeling with Polygonal Meshes.

     6.3. Polyhedra.

     6.4. Extruded Shapes.

     6.5. Mesh Approximations to Smooth Objects.

6.6. Particle Systems and Physically Based Systems

6.7. Summary.

6.8. Case Studies.

6.9. For Further Reading.

Chapter 7 Three-Dimensional Viewing

     7.1 Introduction

     7.2. The Camera Revisited.

     7.3. To Specify a Camera in a program. 

     7.4. Perspective Projections of 3D Objects.

     7.5. To Produce Stereo Views.

     7.6. Taxonomy of Projections.

     7.7. Summary

     7.8. Case Studies

     7.9. For Further Reading.

 

Chapter 8 Rendering Faces for Visual Realism

     8.1. Introduction

8.2. Introduction to Shading Models

8.3. Flat Shading and Smooth Shading.

8.4. Adding Hidden Surface Removal.

8.5. To Add Texture to Faces.

8.6. To Add Shadows of Objects.

8.7. OpenGL 2.0 & The Shading Language (GLSL)

8.8. Summary.

8.9. Case Studies

8.10. For Further Reading.

 

Chapter 9 Tools for Raster Displays

9.1. Introduction

9.2. Manipulating Pixmaps.

9.3. Combining Pixmaps.

9.4. Do It Yourself Line Drawing: Bresenham’s Algorithm.

9.5 To Define and Fill Regions of Pixels.

9.6. Manipulating Symbolically-defined Regions.

9.7. Filling Polygon-Defined Regions.

9.8. Aliasing and Anti-Aliasing Techniques.

9.9. Creating More Shades and Colors.

9.10. Summary.

9.11. Case Studies.

9.12. Further Reading

Chapter  10 Curve and Surface Design

10.1. Introduction

10.2. Describing Curves using Polynomials.

10.3. On Interactive Curve Design.

10.4. Bezier Curves for Curve Design.

10.5. Properties of Bezier Curves.

10.6. Finding Better Blending functions.

10.7. The B-Spline Basis Functions.

10.8. Useful Properties of B-Spline Curves for Design.

10.9. Rational Splines and NURBS Curves.

10.10. A Glimpse at Interpolation.

10.11. Modeling Curved Surfaces.

10.12. Summary

10.13. Case Studies.

10.14. Further Reading.

Chapter  11 Color Theory

11.1. Introduction

11.2. Color Description

11.3. The CIE Standard

11.4. Color Spaces

11.5. Indexed Color and the LUT.

11.6. Color Quantization.

11.7. Summary

11.8. Case Studies

11.9. For Further Reading.

Chapter 12 Ray Tracing

12.1. Introduction

12.2. Setting Up the Geometry of Ray Tracing

12.3. Overview of the Ray-Tracing Process

12.4. Intersection of a Ray with an Object.

12.5. Organizing a Ray Tracer Application.

12.6. Intersecting Rays with Other Primitives

12.7. To Draw Shaded Pictures of Scenes

12.8. Adding Surface Texture.

12.9. Anti-aliasing Ray Tracings.

12.10. Using Extents

12.11. Adding Shadows for Greater Realism.

12.12. Reflections and Transparency

12.13. Compound Objects: Boolean Operations on Objects

12.14. Ray Tracing vs. Ray Casting

12.15. Summary.

12.16. Case Studies.

12.17. For Further Reading

 

A1. Graphics Tools - Obtaining OpenGL.   A2. Some Mathematics for Computer Graphics

A2.1 Some Key Definitions for Matrices and their Operations

A2.2. Some Properties of Vectors and their operations.

A2.3. Spherical Coordinates and Direction Cosines.

  A3. An Introduction to SDL: Scene Description Language

A3.1. Syntax of SDL

A3.2. Macros in SDL.

A3.3. Extending SDL.

 

A4. Fractals and The Mandelbrot Set

A4.1. Introduction

A4.2. Fractals and Self-Similarity

A4.3. The Mandelbrot Set

 

A5. Relative and Turtle Drawing.

A5.1. To Develop moveRel() and lineRel().

A5.2. Turtle Graphics

A5.3. Figures Based on Regular Polygons.

 

References

Index

Prentice Hall - PEARSONISBN-10: 0131496700
ISBN-13: 9780131496705
  PGS: N/AList: 165.80     YOUR PRICE: 157.51

Computer Graphics with Open GL, 4th Ed.
Hearn, Donald D.
Baker, M. Pauline
2011
Prentice Hall - PEARSONHISBN-10: 0136053580
ISBN-13: 9780136053583
  PGS: N/AList: 151.60     YOUR PRICE: 144.02

Computer Graphics: Principles
Hughes, John F.
van Dam, Andries
M
2013
Addison-Wesley Professional - PEARSONHISBN-10: 0321399528
ISBN-13: 9780321399526
  PGS: N/AList: 99.99     YOUR PRICE: 94.99

Computer Graphics: Principles and Practice in C, 2nd Ed.
Foley, James D.
van Dam, Andries
F
1996


1. Introduction.

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.

Overview.

Scan Converting Lines.

Scan Converting Circles.

Scan Convertiing Ellipses.

Filling Rectangles.

Fillign Polygons.

Filling Ellipse Arcs.

Pattern Filling.

Thick Primiives.

Line Style and Pen Style.

Clipping in a Raster World.

Clipping Lines.

Clipping Circles and Ellipses.

Clipping Polygons.

Generating Characters.

SRGP_copyPixel.

Antialiasing.



4. Graphics Hardware.

Hardcopy Technologies.

Display Technologies.

Raster-Scan Display Systems.

The Video Controller.

Random-Scan Display Processor.

Input Devices for Operator Interaction.

Image Scanners.



5. Geometrical Transformations.

2D Transformations.

Homogeneous Coordinates and Matrix Representation of 2D Transformations.

Composition of 2D Transformations.

The Window-to-Viewport Transformation.

Efficiency.

Matrix Representation of 3D Transformations.

Composition of 3D Transformations.

Transformations as a Change in Coordinate System.



6. Viewing in 3D.

Projections.

Specifying an Arbitrary 3D View.

Examples of 3D Viewing.

The Mathematics of Planar Geometric Projections.

Implementing Planar Geometric Projections.

Coordinate Systems.



7. Object Hierarchy and Simple PHIGS (SPHIGS).

Geometric Modeling.

Characteristics of Retained-Mode Graphics Packages.

Defining and Displaying Structures.

Modeling Transformations.

Hierarchical Structure Networks.

Matrix Composition in Display Traversal.

Appearance-Attribute Handling in Hierarchy.

Screen Updating and Rendering Modes.

Structure Network Editing for Dynamic Effects.

Interaction.

Additional Output Features.

Implementation Issues.

Optimizing Display of Hierarchical Models.

Limitations of Hierarchical Modeling in PHIGS.

Alternative Forms of Hierarchical Modeling.



8. Input Devices, Interaction Techniques, and Interaction Tasks.

Interaction Hardware.

Basic Interaction Tasks.

Composite Interaction Tasks.



9. Dialogue Design.

The Form and Content of User-Computer Dialogues.

User-Interfaces Styles.

Important Design Considerations.

Modes and Syntax.

Visual Design.

The Design Methodology.



10. User Interface Software.

Basic Interaction-Handling Models.

Windows-Management Systems.

Output Handling in Window Systems.

Input Handling in Window Systems.

Interaction-Technique Toolkits.

User-Interface Management Systems.



11. Representing Curves and Surfaces.

Polygon Meshes.

Parametric Cubic Curves.

Parametric Bicubic Surfaces.

Quadric Surfaces.



12. Solid Modeling.

Representing Solids.

Regularized Boolean Set Operations.

Primitive Instancing.

Sweep Representations.

Boundary Representations.

Spatial-Partitioning Representations.

Constructive Solid Geometry.

Comparison of Representations.

User Interfaces for Solid Modeling.



13. Achromatic and Colored Light.

Achromatic Light.

Chromatic Color.

Color Models for Raster Graphics.

Reproducing Color.

Using Color in Computer Graphics.



14. The Quest for Visual Realism.

Why Realism?

Fundamental Difficulties.

Rendering Techniques for Line Drawings.

Rendering Techniques for Shaded Images.

Improved Object Models.

Dynamics.

Stereopsis.

Improved Displays.

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.

List-Priority Algorithms.

Scan-Line Algorithms.

Area-Subdivision Algorithms.

Algorithms for Octrees.

Algorithms for Curved Surfaces.

Visible-Surface Ray Tracing.



16. Illumination And Shading.

Illumination Modeling.

Shading Models for Polygons.

Surface Detail.

Shadows.

Transparency.

Interobject Reflections.

Physically Based Illumination Models.

Extended Light Sources.

Spectral Sampling.

Improving the Camera Model.

Global Illumination Algorithms.

Recursive Ray Tracing.

Radiosity Methods.

The Rendering Pipeline.



17. Image Manipulation and Storage.

What Is an Image?

Filtering.

Image Processing.

Geometric Transformations of Images.

Multipass Transformations.

Image Compositing.

Mechanisms for Image Storage.

Special Effects with Images.

Summary.



18. Advanced Raster Graphic Architecture.

Simple Raster-Display System.

Display-Processor Systems.

Standard Graphics Pipeline.

Introduction to Multiprocessing.

Pipeline Front-End Architecture.

Parallel Front-End Architectures.

Multiprocessor Rasterization Architectures.

Image-Parallel Rasterization.

Object-Parallel Rasterization.

Hybrid-Parallel Rasterization.

Enhanced Display Capabilities.



19. Advanced Geometric and Raster Algorithms.

Clipping.

Scan-Converting Primitives.

Antialiasing.

The Special Problems of Text.

Filling Algorithms.

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.

Procedural Models.

Fractal Models.

Grammar-Based Models.

Particle Systems.

Volume Rendering.

Physically Based Modeling.

Special Models for Natural and Synthetic Objects.

Automating Object Placement.



21. Animation.

Conventional and Computer-Assisted Animation.

Animation Languages.

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.

Matrices.

Linear and Affine Transformations.

Eigenvalues and Eigenvectors.

Newton-Raphson Iteration for Root Finding.



Bibliography.


Index. 0201848406T04062001
Addison-Wesley Professional - PEARSONISBN-10: 0201848406
ISBN-13: 9780201848403
  PGS: N/AList: 99.99     YOUR PRICE: 94.99

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