Computer Graphics: Principles and Practice 0201848406, 9780201848403

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Computer Graphics: Principles and Practice
 0201848406, 9780201848403

Table of contents :
CHAPTER 1: INTRODUCTION
1.1 Image Processing as Picture Analysis
1.2 The Advantages of Interactive Graphics
1.3 Representative Uses of Computer Graphics
1.4 Classification of Applications
1.5 Development of Hardware and Software for Computer Graphics
1.6 Conceptual Framework for Interactive Graphics
1.7 Summary
Exercises
CHAPTER 2: PROGRAMMING IN THE SIMPLE RASTER GRAPHICS PACKAGE (SRGP)
2.1 Drawing with SRGP
2.2 Basic Interaction Handling
2.3 Raster Graphics Features
2.4 Limitations of SRGP
2.5 Summary
Exercises
CHAPTER 3: BASIC RASTER GRAPHICS ALGORITHMS FOR DRAWING 2D PRIMITIVES
3.1 Overview
3.2 Scan Converting Lines
3.3 Scan Converting Circles
3.4 Scan Converting Ellipses
3.5 Filling Rectangles
3.6 Filling Polygons
3.7 Filling Ellipse Arcs
3.8 Pattern Filling
3.9 Thick Primitives
3.10 Line Style and Pen Style
3.11 Clipping in a Raster World
3.12 Clipping Lines
3.13 Clipping Circles and Ellipses
3.14 Clipping Polygons
3.15 Generating Characters
3.16 SRGP_copyPixel
3.17 Antialiasing
3.18 Summary
Exercises
CHAPTER 4: GRAPHICS HARDWARE
4.1 Hardcopy Technologies
4.2 Display Technologies
4.3 Raster-Scan Display Systems
4.4 The Video Controller
4.5 Random-Scan Display Processor
4.6 Input Devices for Operator Interaction
4.7 Image Scanners
Exercises
CHAPTER 5: GEOMETRICAL TRANSFORMATIONS
5.1 2D Transformations
5.2 Homogeneous Coordinates and Matrix Representation of 2D Transformations
5.3 Composition of 2D Transformations
5.4 The Window-to-Viewport Transformations
5.5 Efficiency
5.6 Matrix Representation of 3D Transformations
5.7 Composition of 3D Transformations
5.8 Transformations as a Change in Coordinate System
Exercises
CHAPTER 6: VIEWING IN 3D
6.1 Projections
6.2 Specifying an Arbitrary 3D View
6.3 Examples of 3D Viewing
6.4 The Mathematics of Planar Geometric Projections
6.5 Implementing Planar Geometric Projections
6.6 Coordinate Systems
Exercises
CHAPTER 7: OBJECT HIERARCHY AND SAMPLE PHIGS (SPHIGS)
7.1 Geometric Modeling
7.2 Characteristics of Retained-Mode Graphics Packages
7.3 Defining and Displaying Structures
7.4 Modeling Transformations
7.5 Hierarchical Structure Networks
7.6 Matrix Composition in Display Traversal
7.7 Appearance-Attribute Handling in Hierarchy
7.8 Screen Updating and Rendering Modes
7.9 Structure Network Editing for Dynamic Effects
7.10 Interaction
7.11 Additional Output Features
7.12 Implementation Issues
7.13 Optimizing Display of Hierarchical Models
7.14 Limitations of Hierarchical Modeling in PHIGS
7.15 Alternative Forms of Hierarchical Modeling
7.16 Summary
Exercises
CHAPTER 8: INPUT DEVICES, INTERACTION TECHNIQUES, AND INTERACTION TASKS
8.1 Interaction Hardware
8.2 Basic lnteraction Tasks
8.3 Composite Interaction Tasks
Exercises
CHAPTER 9: DIALOGUE DESIGN
9.1 The Form and Content of User-Computer Dialogues
9.2 User-Interface Styles
9.3 Important Design Considerations
9.4 Modes and Syntax
9.5 Visual Design
9.6 The Design Methodology
Exercises
CHAPTER 10: USER INTERFACE SOFTWARE
10.1 Basic Interaction-Handling Models
10.2 Window-Management Systems
10.3 Output Handling in Window Systems
10.4 Input Handling in Window Systems
10.5 Interaction-Technique Toolkit
10.6 User-Interface Management Systems
Exercises
CHAPTER 11: REPRESENTING CURVES AND SURFACES
11.1 Polygon Meshes
11.2 Parametric Cubic Curves
11.3 Parametric Bicubic Surfaces
11.4 Quadric Surfaces
11.5 Summary
Exercises
CHAPTER 12: SOLID MODELING
12.1 Representing Solids
12.2 Regularized Boolean Set Operations
12.3 Primitive Instancing
12.4 Sweep Representations
12.5 Boundary Representations
12.6 Spatial-Partitioning Representations
12.7 Constructive Solid Geometry
12.8 Comparison of Representations
12.9 User Interfaces for Solid Modeling
12.10 Summary
Exercises
CHAPTER 13: ACHROMATIC AND COLORED LIGHT
13.1 Achromatic Light
13.2 Chromatic Color
13.3 Color Models for Raster Graphics
13.4 Reproducing Color
13.5 Using Color in Computer Graphics
13.6 Summary
Exercises
CHAPTER 14: THE QUEST FOR VISUA1 REALISM
14.1 Why Realism?
14.2 Fundamental Difficulties
14.3 Rendering Techniques for Line Drawings
14.4 Rendering Techniques for Shaded Images
14.5 Imposed Object Models
14.6 Dynamics
14.7 Stereopsis
14.8 Improved Displays
14.9 Interacting with Our Other Senses
14.10 Aliasing and Antialiasing
14.11 Summary
Exercises
CHAPTER 15: VISIBLE-SURFACE DETERMINATION
15.1 Functions of Two Variables
15.2 Techniques for Efficient Visible-Surface Algorithms
15.3 Algorithms for Visible-Line Determination
15.4 The z-Buffer Algorithm
15.5 List-Priority Algorithms
15.6 Scan-Line Algorithms
15.7 Area-5ubdivision Algorithms
15.8 Algorithms for Octrees
15.9 Algorithms for Curved Surfaces
15.10 Visible-Surface Ray Tracing
15.11 Summary
Exercises
CHAPTER 16: ILLUMINATION AND SHADING
16.1 Illumination Models
16.2 Shading Models for Polygons
16.3 Surface Detail
16.4 Shadows
16.5 Transparency
16.6 Interobject Reflections
16.7 Physically Based Illumination Models
16.8 Extended Light Sources
16.9 Spectral Sampling
16.10 Improving the Camera Model
16.11 Global Illumination Algorithms
16.12 Recursive Ray Tracing
16.13 Radiosity Methods
16.14 The Rendering Pipeline
16.15 Summary
Exercises
CHAPTER 17: IMAGE MANIPULATION AND STORAGE
17.1 What Is an Image?
17.2 Filtering
17.3 Image Processing
17.4 Geometric Transformations of Images
17.5 Multipass Transformations
17.6 Image Compositing
17.7 Mechanisms for Image Storage
17.8 Special Effects with Images
17.9 Summary
Exercises
CHAPTER 18: ADVANCED RASTER GRAPHICS ARCHITECTURE
18.1 Simple Raster-Display System
18.2 Display-Processor Systems
18.3 Standard Graphics Pipeline
18.4 Introduction to Multiprocessing
18.5 Pipeline Front-End Architecture
18.6 Parallel Front-End Architectures
18.7 Multipn???ceasor Rasterization Architectures
18.8 Image-Parallel Rasterization
18.9 Object-Parallel Rasterization
18.10 Hybrid-Parallel Rasterization
18.11 Enhanced Display Capabilities
18.12 Summary
Exercises
CHAPTER 19: ADVANCED GEOMETRIC AND RASTER ALGORITHMS
19.1 Clipping
19.2 Scan-Converting Primitives
19.3 Antialiasing
19.4 The Special Problems of Text
19.5 Filling Algorithms
19.6 Making copyPixel Fast
19.7 The Shape Data Structure and Shape Algebra
19.8 Managing Windows with bitBlt
19.9 Page-Description Languages
19.10 Summary
Exercises
CHAPTER 20: ADANCED MODELING TECHNIQUES
20.1 Extensions of Prestons Techniques
20.2 Procedural Models
20.3 Fractal Models
20.4 Grammar-Based Models
20.5 Particle Systems
20.6 Volume Rendering
20.7 Physically Based Modeling
20.8 Special Mo4els for Natural and Synthetic Objects
20.9 Automating Object Placement
20.10 Summary
Exercises
CHAPTER 21: ANIMATION
21.1 Conventional and Computer-Assisted Animation
21.2 Animation Languages
21.3 Methods of Controlling Animation
21.4 Basic Rules of Animation
21.5 Problems Peculiar to Animation
21.6 Summary
Exercises
APPENDIX: MATHEMATICS FOR COMPUTER GRAPHICS
A.1 Vector Spaces and Affine Spaces
A.2 Some Standard Constructions in Vector Spaces
A.3 Dot Products and Distances
A.4 Matrices
A.5 Linear and Affine Transformations
A.6 Eigenvalues and Eigenvectors
A.7 Newton-Rapshson Iteration for Root Finding
Exercises
BIBLIOGRAPHY
INDEX

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