Principles of interactive computer graphics/ William M. Newman, Robert F. Sproull.

By: Newman, William MContributor(s): Sproull, Robert FMaterial type: TextTextPublication details: New York : McGraw-Hill, c1979Edition: 2d edDescription: xvi, 541 p., [1] leaf of plates : ill. ; 24 cmISBN: 0070463387; 9780074632932; 0074632930Subject(s): Computer graphics | Interactive computer systemsDDC classification: 006.66
Contents:
PART ONE: BASIC CONCEPTS CHAPFER 1: INTRODUCTION 1-1 The Origins of Computer Graphics 1-2 How the Interactive-Graphics Display Works 1-3 Some Common Questions 1-4 New Display Devices 1-5 GeneraTF*urpose Graphics Software 1-6 The User Interface 1-7 The Display of Solid Objects CHAPTER 2: POINT-PLOTTING TECHNIQUES 2-1 Coordinate Systems 2-2 Incremental Methods 2-3 Line-drawing Algorithms 2-4 Circle Generators CHAPTER 3: LINE-DRAWING DISPLAYS 3-1 Display Devices and Controllers 3-2 Display Devices 3-3 The CRT 3-4 Inherent-Memory Devices 3-5 The Storage-Tube Display 3-6 The Refresh Line-Drawing Display CHAPTER 4: TWO-DIMENSIONAL TRANSFORMATIONS 4-1 Transformation Principles 4-2 Concatenation 4-3 Matrix Representations CHAPTER 5: CLIPPING AND WINDOWING 5-1 A Line Clipping Algorithm 5-2 Midpoint Subdivision 5-3 Clipping Other Graphic Entities 5-4 Polygon Clipping 5-5 Viewing Transformations 5-6 The Windowing Transformation PARTTWO: GRAPHICS PACKAGES CHAPrER6: A SIMPLE GRAPHICS PACKAGE 6-1 Ground Rules for Graphics Software Design 6-2 Functional Domains 6-3 Graphic Primitives 6-4 Windowing Functions 6-5 Miscellaneous Functions 6-6 Example; a Graph-Plotting Program 6-7 Implementation of the Functions 6-8 The Transformation Processor 6-9 The Display-Code Generator CHAPTER 7: SEGMENTED DISPLAY FILES 7-1 Segments 7-2 Functions for Segmenting the Display File 7-3 Posting and Unposting a Segment 7-4 Segment Naming Schemes 7-5 Default Error Conditions 7-6 Appending to Segments CHAPTERS; DISPLAY FILE COMPILATION 8-1 Refresh Concurrent with Reconstruction 8-2 Free Storage Allocation 8-3 Display-File Structure 8-4 Display Files for Storage-Tube Terminals CHAFFER 9: GEOMETRIC MODELS 9-1 A Simple Modeling Example 9-2 Geometric Modeling 9-3 Symbols and Instances 9-4 Implementation of Instance Transformations CHAPTER 10: PICTURE STRUCTURE 10-1 Defining Symbols By Procedures 10-2 Display Procedures 10-3 Boxing 10-4 Advantages and Limitations of Display Procedures 10*5 Structured Display Files PART TH REE; IN FERACTIVE GRAPH ICS CHAFFER 11; GRAPHICAL INPUT DEVICES 11-1 Pointing and Positioning Devices 11-2 'Fhe Mouse 11-3 Tablets 11-4 ThcIjghlPcn 11-5 Thrce-Dimcnsional Input Devices 11-6 Comparators CHAPTKR 12: GRAPHICAL INPUTTKCHNIQUES 12-1 introduction 12-2 Positioning Techniques 12-3 Pointing and Selection 12-4 Inking and Painting 12-5 On-Line Character Recognition 12-6 Conclusion CHAFfKRU: KVFNT HANDLING 13-1, Introduction 13-2 Polling 13-3 Interrupts 13-4 The Kvent Queue 13-5 Functions for Handling Events 13-6 Polling Task I")esign 13-7 Light-Pen Interrupts CHAPTER 14: INPUT FUNCTIONS • 14-1 Dragging and Fixing 14-2 Hit Detection 14-3 On-Line Character Recognizers 14-4 Conclusion PART FOUR: RASTER GRAPHICS CHAPTER 15: RASTER GRAPHICS FUNDAMENTALS 15-1 Introduction 15-2 Generating a Raster Image: 'I'he Frame Buffer Display 15-3 Representing a Raster Image 15-4 Scan Converting Line Drawings 15-5 Displaying Characters 15-6 Speed of Scan Conversion 15-7 Natural Images CHAPTER 16: SOLID-AREA SCAN CONVERSION 16-1 Geometric Representations of Areas 16-2 Scan-Converting Polygons 16-3 Priority 16-4 The Y-X Algorithm 16-5 Properties of Scan Conversion Algorithms CHAPTER 17: INTERACTIVE RASTER GRAPHICS 17-1 Updating the Display 17-2 The Painting Model 17-3 Moving Parts of an Image 17-4 Feedback Images CHAPTER 18: RASTER-GRAPHICS SYSTEMS 18-1 Representations 18-2 Raster Manipulation Functions 18-3 Systems Using Raster Representations 18-4 Systems Using Geometric Representations 18-5 Conclusion CHAPTER 19: RASTER DISPLAY HARDWARE 19-1 Raster Display Devices 19-2 Frame Buffers 19-3 The Random-Access Frame Buffer 19-4 Real-Time Scan Conversion 19-5 Other Encoding Schemes FART FIVE: THREE-DIMENSIONAL GRAPHICS CHAPTER 20: REALISM IN THREE-DIMENSIONAL GRAPHICS 20-1 Techniques for Achieving Realism 20-2 MoaelinglTiree-Dimensionai Scenes , 20-3 Modeling and Realism CHAPTER 21: CURVED AND SURFACES 21-1 Shape Description Requirements 21-2 Parametric Functions 21-3 Bezier Methods 21-4 B-Spline Methods 21-5 Displaying Curves and Surfaces 2L6 Conclusion CHAPTER 22: THREE-DIMENSIONAL TRANSFORMATIONS AND PERSPECTIVE 22-1 T ransformations 22-2 Transformations in Modeling 22-3 Transformations in Viewing 22-4 The Perspective Transformation 22-5 Three-Dlmcnsional Clipping 22-6 Three-Dimcnsional Graphics Packages 22-7 Examples CHAPTER 23: PERSPECTIVE DEPTH 23T The Screen Coordinate System 23-2 Properties oflhe Screen Coordinate System 23-3 Homogeneous Coordinate Representations of Projective Transformations 23-4 Summary CHAFFER 24: HID13EN-SUREACE ELIMINATION 24-1 Two Approaches 24-2 'Die Depth-Ruffer Algorithm 24-3 Geometric Computations 24-4 Scan-Line Coherence Algorithms 24-5 Area-Coherence Algorithms 24-6 Priority Algorithms 24-7 Choosing an Algorithm 24-8 Sorting and Coherence CHAFFER 25: SHADING 25-1 A Shading Model 25-2 Applying the Shading Model 25-3 Special F^ffects 25-4 Conclusion PART SIX; GRAPHICS SYSFEMS CHAFFER 26: DISPLAY PROCESSORS 26-1 The Simple Refresh Line-Drawing Display 27-2 Random-Scan Storage-'Fube Displays 26-3 High-Pcrformance Displays 26-4 The Unbuffered High-Pcrformance Display 26-5 'Fhe Buffered High-Performancc Display CHAPTER 27: DEVICE-INDEPENDEN'F GRAPHICS SYSTEMS 27-1 Device Independence 27-2 'Fhe Programmer's Model of the Output Process 27-4 Graphics System Design 27-5 Function Set Design 27-6 Conclusion CHAPTER 28: USER INTERFACE DESIGN 28-1 Components of the User Interface 28-2 'Hie User's Model 28-3 'lite Command language 28-4 Styles of Command Language 28-5 Information Display 28-6 Feedback 28-7 Examples 28-8 Conclusion
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General Books General Books Central Library, Sikkim University
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006.66 NEW/P (Browse shelf(Opens below)) Available P24451
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Includes index.

PART ONE: BASIC CONCEPTS
CHAPFER 1: INTRODUCTION
1-1 The Origins of Computer Graphics
1-2 How the Interactive-Graphics Display Works
1-3 Some Common Questions
1-4 New Display Devices
1-5 GeneraTF*urpose Graphics Software
1-6 The User Interface
1-7 The Display of Solid Objects
CHAPTER 2: POINT-PLOTTING TECHNIQUES
2-1 Coordinate Systems
2-2 Incremental Methods
2-3 Line-drawing Algorithms
2-4 Circle Generators
CHAPTER 3: LINE-DRAWING DISPLAYS
3-1 Display Devices and Controllers
3-2 Display Devices
3-3 The CRT
3-4 Inherent-Memory Devices
3-5 The Storage-Tube Display
3-6 The Refresh Line-Drawing Display
CHAPTER 4: TWO-DIMENSIONAL TRANSFORMATIONS
4-1 Transformation Principles
4-2 Concatenation
4-3 Matrix Representations
CHAPTER 5: CLIPPING AND WINDOWING
5-1 A Line Clipping Algorithm
5-2 Midpoint Subdivision
5-3 Clipping Other Graphic Entities
5-4 Polygon Clipping
5-5 Viewing Transformations
5-6 The Windowing Transformation
PARTTWO: GRAPHICS PACKAGES
CHAPrER6: A SIMPLE GRAPHICS PACKAGE
6-1 Ground Rules for Graphics Software Design
6-2 Functional Domains
6-3 Graphic Primitives
6-4 Windowing Functions
6-5 Miscellaneous Functions
6-6 Example; a Graph-Plotting Program
6-7 Implementation of the Functions
6-8 The Transformation Processor
6-9 The Display-Code Generator
CHAPTER 7: SEGMENTED DISPLAY FILES
7-1 Segments
7-2 Functions for Segmenting the Display File
7-3 Posting and Unposting a Segment
7-4 Segment Naming Schemes
7-5 Default Error Conditions
7-6 Appending to Segments
CHAPTERS; DISPLAY FILE COMPILATION
8-1 Refresh Concurrent with Reconstruction
8-2 Free Storage Allocation
8-3 Display-File Structure
8-4 Display Files for Storage-Tube Terminals
CHAFFER 9: GEOMETRIC MODELS
9-1 A Simple Modeling Example
9-2 Geometric Modeling
9-3 Symbols and Instances
9-4 Implementation of Instance Transformations
CHAPTER 10: PICTURE STRUCTURE
10-1 Defining Symbols By Procedures
10-2 Display Procedures
10-3 Boxing
10-4 Advantages and Limitations of Display Procedures
10*5 Structured Display Files
PART TH REE; IN FERACTIVE GRAPH ICS
CHAFFER 11; GRAPHICAL INPUT DEVICES
11-1 Pointing and Positioning Devices
11-2 'Fhe Mouse
11-3 Tablets
11-4 ThcIjghlPcn
11-5 Thrce-Dimcnsional Input Devices
11-6 Comparators
CHAPTKR 12: GRAPHICAL INPUTTKCHNIQUES
12-1 introduction
12-2 Positioning Techniques
12-3 Pointing and Selection
12-4 Inking and Painting
12-5 On-Line Character Recognition
12-6 Conclusion
CHAFfKRU: KVFNT HANDLING
13-1, Introduction
13-2 Polling
13-3 Interrupts
13-4 The Kvent Queue
13-5 Functions for Handling Events
13-6 Polling Task I")esign
13-7 Light-Pen Interrupts
CHAPTER 14: INPUT FUNCTIONS •
14-1 Dragging and Fixing
14-2 Hit Detection
14-3 On-Line Character Recognizers
14-4 Conclusion
PART FOUR: RASTER GRAPHICS
CHAPTER 15: RASTER GRAPHICS FUNDAMENTALS
15-1 Introduction
15-2 Generating a Raster Image: 'I'he Frame Buffer Display
15-3 Representing a Raster Image
15-4 Scan Converting Line Drawings
15-5 Displaying Characters
15-6 Speed of Scan Conversion
15-7 Natural Images
CHAPTER 16: SOLID-AREA SCAN CONVERSION
16-1 Geometric Representations of Areas
16-2 Scan-Converting Polygons
16-3 Priority
16-4 The Y-X Algorithm
16-5 Properties of Scan Conversion Algorithms
CHAPTER 17: INTERACTIVE RASTER GRAPHICS
17-1 Updating the Display
17-2 The Painting Model
17-3 Moving Parts of an Image
17-4 Feedback Images
CHAPTER 18: RASTER-GRAPHICS SYSTEMS
18-1 Representations
18-2 Raster Manipulation Functions
18-3 Systems Using Raster Representations
18-4 Systems Using Geometric Representations
18-5 Conclusion
CHAPTER 19: RASTER DISPLAY HARDWARE
19-1 Raster Display Devices
19-2 Frame Buffers
19-3 The Random-Access Frame Buffer
19-4 Real-Time Scan Conversion
19-5 Other Encoding Schemes
FART FIVE: THREE-DIMENSIONAL GRAPHICS
CHAPTER 20: REALISM IN THREE-DIMENSIONAL GRAPHICS
20-1 Techniques for Achieving Realism
20-2 MoaelinglTiree-Dimensionai Scenes ,
20-3 Modeling and Realism
CHAPTER 21: CURVED AND SURFACES
21-1 Shape Description Requirements
21-2 Parametric Functions
21-3 Bezier Methods
21-4 B-Spline Methods
21-5 Displaying Curves and Surfaces
2L6 Conclusion
CHAPTER 22: THREE-DIMENSIONAL TRANSFORMATIONS
AND PERSPECTIVE
22-1 T ransformations
22-2 Transformations in Modeling
22-3 Transformations in Viewing
22-4 The Perspective Transformation
22-5 Three-Dlmcnsional Clipping
22-6 Three-Dimcnsional Graphics Packages
22-7 Examples
CHAPTER 23: PERSPECTIVE DEPTH
23T The Screen Coordinate System
23-2 Properties oflhe Screen Coordinate System
23-3 Homogeneous Coordinate Representations of Projective
Transformations
23-4 Summary
CHAFFER 24: HID13EN-SUREACE ELIMINATION
24-1 Two Approaches
24-2 'Die Depth-Ruffer Algorithm
24-3 Geometric Computations
24-4 Scan-Line Coherence Algorithms
24-5 Area-Coherence Algorithms
24-6 Priority Algorithms
24-7 Choosing an Algorithm
24-8 Sorting and Coherence
CHAFFER 25: SHADING
25-1 A Shading Model
25-2 Applying the Shading Model
25-3 Special F^ffects
25-4 Conclusion
PART SIX; GRAPHICS SYSFEMS
CHAFFER 26: DISPLAY PROCESSORS
26-1 The Simple Refresh Line-Drawing Display
27-2 Random-Scan Storage-'Fube Displays
26-3 High-Pcrformance Displays
26-4 The Unbuffered High-Pcrformance Display
26-5 'Fhe Buffered High-Performancc Display
CHAPTER 27: DEVICE-INDEPENDEN'F GRAPHICS SYSTEMS
27-1 Device Independence
27-2 'Fhe Programmer's Model of the Output Process
27-4 Graphics System Design
27-5 Function Set Design
27-6 Conclusion
CHAPTER 28: USER INTERFACE DESIGN
28-1 Components of the User Interface
28-2 'Hie User's Model
28-3 'lite Command language
28-4 Styles of Command Language
28-5 Information Display
28-6 Feedback
28-7 Examples
28-8 Conclusion

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