000 04272cam a2200193 a 4500
020 _a0070267537
040 _cCUS
082 0 _a006.6
_bHAR/C
100 1 _aHarrington, Steven.
245 1 0 _aComputer graphics : a programming approach /
_cSteven Harrington.
250 _a2nd ed.
260 _aNew York :
_bMcGraw-Hill,
_cc1987.
300 _axiv, 466 p., [8] p. of plates :
_bill. (some col.) ;
_c25 cm.
504 _aIncludes bibliographies and index.
505 _aGeometry and Line Generation i Introduction 1 Lines 3 Line Segments 5 Perpendicular Lines 7 Distance between a Point and a Line 8 Vectors 10 Pixels and Frame Buffers II Vector Generation 11 Bresenham's Algorithm 17 Antialiasing of Lines 20 Thick Line Segments 21 Character Generation 22 Displaying the Frame Buffer 24 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 3 Polygons 70 Introduction 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 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 An Application 139 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 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 7 Interaction 205 Introduction 205 Hardware 206 Input Device-Handling Algorithms 211 Event Handling 214 Sampled Devices 221 The Detectabiliiy Attribute 222 Simulating a Locator with a Pick 225 Simulating a Pick with a Locator 225 Echoing 230 Interactive Techniques 230 8 Three Dimensions 244 Introduction 244 3D Geometry 244 3D Primitives 3D Transformations -51 Rotation about an Arbitrary Axis -56 Parallel Projection Perspective Projection Viewing Parameters -68 Special Projections 276 Conversion to View Plane Coordinates 279 Clipping in Three Dimensions 285 Clipping Planes 290 The 3D Viewing Transformation 298 An Application 202 9 Hidden Surfaces and Lines 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 Wamock's Algorithm 323 Franklin Algorithm 325 Hidden-Line Methods 326 Binary Space Partition 327 An Application 341 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 375 Color Models 379 Gamma Correction 388 Color Tables 389 Extending the Shading Model to Color 390 11 Curves and Fractals 397 Introduction 397 Curve Generation 397 Interpolation 400 Interpolating Algorithms 404 Interpolating Polygons 409 B Splines 410 B Splines and Comers 415 Curved Surface Patches 417 Bezier Curves 420 Fractals 424 Fractal Lines 427 Fractal Surfaces 431 An Application 435
650 0 _aComputer graphics.
650 0 _aComputer programming.
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_d4243