Hearn, Donald

Computer graphics C version Donald Hearn and M. Pauline Baker - 2nd ed. - Delhi: Pearson, 2011. - 660 p. ill.

1A Survey of Computer
1-1 Computer-Aided Design 24
1-2 Presentation Graphics 31
1-3 Computer Art 33
1-4 Entertainment 38
1-5 Education and Training 41
1-6 Visualization 45
1-7 Image Processing 52
1-8 Graphical User Interfaces 54
Overview of Graphics
zSystems 55
2-1 Video Display Devices 56
Refresh Cathode-Ray Tubes 57
Raster-Scan Displays 60
Random-Scan Displays 61
Color CRT Monitors 62
Direct-View Storage Tubes 65
Flat-Panel Displays 65
Three-Dimensional Viewing Devices 69
Stereoscopic and Virtual-Reality
Systems
Raster-Scan Systems
Video Controller
Raster-Scan Display Processor
Random-Scan Systems
Graphics Monitors and Workstations
Input Devices
Keyboards
Mouse
Trackball and Spaceball
Joysticks
Data Glove
Digitizers
Image Scanners
Touch Panels
Light Pens
Voice Systems
Hard-Copy Devices
Graphics Software
Coordinate Representations
Graphics Functions
Software Standards
PHIGS Workstations
3Output Primitives 103
Applications
3-1 Points and Lines 104 Exercises 160
3-2 Line-Drawing Algorithms
DDA Algorithm
Bresenham's Line Algorithm 108
Parallel Line Algorithms 112 Attributes of Output
4 3-3 Loading the Frame Buffer 114
Primitives 163
3-4 Line Function
3-5 Circle-Generating Algorithms 117 4-1 Line Attributes 164
Properties of Circles 117 Line Type 164
Midpoint Circle Algorithm 118 Line Width 166
3-6 Ellipse-Generating Algorithms 122 Pen and Brush Options
Properties of Ellipses 122 Line Color 169
Midpoint Ellipse Algorithm 123 4-2 Curve Attributes 172
3-7 Other Curves 130 4-3 Color and Grayscale Levels 174
Conic Sections 130 Color Tables 175
Polynomials and Spline Curves 132 Grayscale 177
3-8 Parallel Curve Algorithms 132 4-4 Area-Fill Attributes 178
3-9 Curve Functions 133 Fill Stvles 178
3-10 Pixel Addressing Pattern Fill 179
and Object Geometry 134 Soft Fill 182
Screen Grid Coordinates 134 4-5 Character Attributes 183
Maintaining Geometric Properties
Text Attributes 183
of Displayed Objects Marker Attributes 187
3-11 Filled-Area Primitives 137 4-6 Bundled Attributes 188
Scan-Line Polygon Fill Algorithm 137 Bundled Line Attributes
Inside-Outside Tests 145 Bundled Area-Fill Attributes 189
Scan-Line Fill of Curved Boundary
Bundled Text Attributes 189
Areas Bundled Marker Attributes 190
Boundary-Fill Algorithm 147
4-7 Inquiry Functions 190
Flood-Fill Algorithm 150
4-8 Antialiasing 191
3-12 Fill-Area Functions 151 Supersampling Straight Line
3-13 Cell Array 151 Segments 192
3-14 Character Generation 151 Pixel-Weighting Masks 194
Area Sampling Straight Line
Segments
Filtering Techniques
Pixel Phasing
Compensating for Line Intensity
Differences
Antialiasing Area Boundaries
Two-Dimensional Geometric
Transformations 203
Basic Transformations
Translation
Rotation
Scaling
Matrix Representations
and Homogeneous Coordinates
Composite Transformations
Translations
Rotations
Scalings
General Pivot-Point Rotation
General Fixed-Point Scaling
General Scaling Directions
Concatenation Properties
General Composite Transformations
and Computational Efficiency
Other Transformations
Reflection
Shear
Transformations Between Coordinate
Systems
Affine Transformations
Transformation Functions
Raster Methods for Transformations
Two-Dimensional
Viewing
6-1 The Viewing Pipeline
6-2 Viewing Coordinate Reference Frame
6-3 Window-to-Viewport Coordinate
Transformation
6-4 Two-Dimensional Viewing Functions
6-5 Clipping Operations
6-6 Point Clipping
6-7 Line Clipping
Cohen-Sutherland Line Clipping
Liang-Barsky Line Clipping
Nicholl-Lee-Nicholl Line Clipping
Line Clipping Using Nonrectangular
Clip Windows
Splitting Concave Polygons
6-8 Polygon Clipping
Sutherland-Hodgeman Polygon
Clipping
Weiler-Atherton Polygon Clipping
Other Polygon-Clipping Algorithms
6-9 Curve Clipping
6-10 Text Clipping
6-11 Exterior Clipping
Structure Concepts
Basic Structure Functions
Setting Structure Attributes
Editing Structures
Structure Lists and the Element
Pointer
Setting the Edit Mode
Inserting Structure Elements
Replacing Structure Elements
Deleting Structure Elements
Labeling Structure Elements
Copying Elements from One Structure
to Another
Basic Modeling Concepts
Model Representations
Symbol Hierarchies
Modeling Packages
Hierarchical Modeling
with Structures
Local Coordinates and Modeling
Transformations
Modeling Transformations
Structure Hierarchies
Graphical User Interfaces
and Interactive Input
Methods 291
The User Dialogue
Windows and Icons
Minimizing Memorization
Backup and Error Handling
Feedback
Input of Graphical Data
Logical Classification of Input
Devices
Locator Devices
Stroke Devices
String Devices
Valuator Devices
Choice Devices
Pick Devices
Input Functions
Input Modes
Request Mode
Locator and Stroke Input
in Request Mode
String Input in Request Mode
Valuator Input in Request Mode
Choice Input in Request Mode
Pick Input in Request Mode
Sample Mode
Event Mode
Concurrent Use of Input Modes
Initial Values for Input-Device
Parameters
Interactive Picture-Construction
Techniques
Basic Positioning Methods
Constraints
Grids
Gravity Field
Rubber-Band Methods
Dragging
Painting and Drawing
Virtual-Reality Environments
Three-Dimensional
Concepts
Three-Dimensional Display Methods 317
Parallel Projection 318
Perspective Projection 319
Depth Cueing 319
Visible Line and Surface
Identification 320
Surface Rendering 320
Exploded and Cutaway Views 320
Three-Dimensional and Stereoscopic
Views 320
Three-Dimensional Graphics
Packages 322
Three-Dimensional
Object
Representations 324
10-1 Polygon Surfaces
Polygon Tables
Plane Equations
Polygon Meshes
10-2 Curved Lines and Surfaces
10-3 Quadric Surfaces
Sphere
Ellipsoid
Torus
Superquadrics
Superellipse
Superellipsoid
Blobby Objects
Spline Representations
Interpolation and Approximation
Splines
Parametric Continuity
Conditions
Geometric Continuity
Conditions
Spline Specifications
Cubic Spline Interpolation
Methods
Natural Cubic Splines
Hermite Interpolation
Cardinal Splines
Kochanek-Bartels Splines
Bezier Curves and Surfaces
Bezier Curves
Properties of Bezier Curves
Design Techniques Using Bezier
Curves
Cubic Bezier Curves
Bezier Surfaces
B-Spline Curves and Surfaces
B-Spline Curves
Uniform, Periodic B-Splines
Cubic, Periodic B-Splines
Open, Uniform B-Splines
Nonuniform B-Splines
B-Spline Surfaces
Beta-Splines
Beta-Spline Continuity
Conditions
Cubic, Periodic Beta-Spline
Matrix Representation
Rational Splines
10-12 Conversion Between Spline
Representations
10-13 Displaying Spline Curves
and Surfaces
Homer's Rule
Forward-Difference Calculations
Subdivision Methods
10-14 Sweep Representations
10-15 Constructive Solid-Geometry
Methods
10-16 Octrees
10-17 BSP Trees
10-18 Fractal-Geometry Methods
Fractal-Generation Procedures
Classification of Fractals
Fractal Dimension
Geometric Construction
of Deterministic Self-Similar
Fractals
Geometric Construction
of Statistically Self-Similar
Fractals
Affine Fractal-Construction
Methods
Random Midpoint-Displacement
Methods
Controlling Terrain Topography
Self-Squaring Fractals
Self-Inverse Fractals
10-19 Shape Grammars and Other
Procedural Methods
10-20 Particle Systems
10-21 Physically Based Modeling
10-22 Visualization of Data Sets
Visual Representations
for Scalar Fields
Visual Representations
for Vector Fields
Visual Representations
for Tensor Fields
Visual Representations
for Multivariate Data Fields
Three-Dimensional
Geometric and Modeling
Transformations 427
Translation ' 428
Rotation 429
Coordinate-Axes Rotations 429
General Three-Dimensional
Rotations 433
Rotations with Quaternions 439
Scaling 440
Other Transformations 442
Reflections 442
Shears 443
Composite Transformations 443
Three-Dimensional Transformation
Functions 445
Modeling and Coordinate
Transformations 446
Three-Dimensional
Viewing 451
12-1 Viewing Pipeline
12-2 Viewing Coordinates
Specifying the View Plane
Transformation from World
to Viewing Coordinates
12-3 Projections 458
Parallel Projections 459
Perspective Projections 463
12-4 View Volumes and General
Projection Transformations 467
General Parallel-Projection
Transformations 472
General Perspective-Projection
Transformations 474
12-5 Clipping 476
Normalized View Volumes 478
Viewport Clipping 480
Clipping in Homogeneous
Coordinates 481
12-6 Hardware Implementations 483
12-7 Three-Dimensional Viewing
Functions 484
Visible-Surface Detection
13 Methods 489
13-1 Classification of Visible-Surface
Detection Algorithms 490
13-2 Back-Face Detection 491
13-3 Depth-Buffer Method 492
13-4 A-Buffer Method 495
13-5 Scan-Line Method 496
13-6 Depth-Sorting Method 498
13-7 BSP-Tree Method 501
13-8 Area-Subdivision Method 502
13-9 Octree Methods 505
13-10 Ray-Casting Method 507
13-11 Curved Surfaces 508
Curved-Surface Representations 508
Surface Contour Plots 509
Wireframe Methods 510
Visibility-Detection Functions 510
Illumination Models
and Surface-Rendering
Methods 514
14-1 Light Sources
14-2 Basic Illumination Models
Ambient Light
Diffuse Reflection
Specular Reflection
and the Phong Model
Combined Diffuse and Specular
Reflections with Multiple Light
Sources
Warn Model
Intensity Attenuation
Color Considerations
Transparency
Shadows
14-3 Displaying Light Intensities
Assigning Intensity Levels
Gamma Correction and Video
Lookup Tables
Displaying Continuous-Tone
Images
14-4 Halftone Patterns and Dithering
Techniques
Halftone Approximations
Dithering Techniques
14-5 Polygon-Rentiering Methods
Constant-Intensity Shading
Gouraud Shading
Phong Shadiig
Fast Phong Shading 546
14-6 Ray-Tracing Methods 547
Basic Ray-Tracing Algorithm 548
Ray-Surface Intersection
Calculations 551
Reducing Object-Intersection
Calculations 555
Space-Subdivision Methods 555
Antialiased Ray Tracing 558
Distributed Ray Tracing 560
14-7 Radiosity Lighting Model 564
Basic Radiosity Model 564
Progressive Refinement
Radiosity Method 569
14-8 Environment Mapping 572
14-9 Adding Surface Detail 573
Modeling Surface Detail
with Polygons 573
Texture Mapping 574
Procedural Texturing
Methods 576
Bump Mapping 578
Frame Mapping 579
Summary 580
References 581
Exercises 582
f Color Models and Color
15f Applications 584
15-1 Properties of Light 585
15-2 Standard Primaries and the
Chromaticity Diagram 588
XYZ Color Model 589
CIE Chromaticity Diagram 589
15-3 Intuitive Color Concepts 591
15-4 RGB Color Model 592
15-5 YIQ Color Model 594
15-6 CMY Color Model 594
15-7 HSV Color Model 595
15-8 Conversion Between HSV
and RGB Models 598
15-9 HLS Color Model 599
15-10 Color Selection
and Applications 600
Summary 601
References 601
Exercises 602
Computer
Animation 603
Design of Animation Sequences 604
General Computer-Animation
Functions 606
Raster Animations 606
Computer-Animation Languages 607
Key-Frame Systems 608
Morphing 608
Simulating Accelerations 611
Motion Specifications 614
Direct Motion Specification 614
Goal-Directed Systems 615
Kinematics and Dynamics 615
Summary 616
References 617
Exercises 617
Mathematics for Computer
Graphics 619
A-1 Coordinate-ReftTence Frames
Two-Dimensional Cartesian
Reference Frames
Polar Coordinates in the xy Plane
Three-Dimensional Cartesian
Reference Frames 622
Three-Dimensional Curvilinear
Coordinate Systems 622
Solid Angle 624
A-2 Points and Vectors 625
Vector Addition and Scalar
Multiplication 627
Scalar Product of Two Vectors 62 7
Vector Product of Two Vectors 628
A-3 Basis Vectors and the Metric Tensor 629
Orthonormal Basis 629
Metric Tensor 630
A-4 Matrices 631
Scalar Multiplication and Matrix
Addition 632
Matrix Multiplication 632
Matrix Transpose 633
Determinant of a Matrix 633
Matrix Inverse 634
A-5 Complex Numbers 635
A-6 Quaternions 637
A-7 Nonparametric Representations 638
A-8 Parametric Representations 639
A-9 Numerical Methods 640
Solving Sets of Linear Equations 640
Finding Roots of Nonlinear
Equations 641
Evaluating Integrals . 642
Fitting Curves to Data Sets 645

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Computer graphics

006.6 / HER/C