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For undergraduate Computer Graphics courses. Updated throughout for the latest developments and technologies, this text combines the principles and major techniques in computer graphics with state-of-the-art examples that relate to things students see everyday on the Internet and in computer-generated movies. Practical, accessible, and integrated in approach, it carefully presents each concept, explains the underlying mathematics, shows how to translate the math into program code, and displays the result.
| ISBN | 0131496700 | | Pages | 920 | | ISBN13 | 9780131496705 (What's this?) | | Volumes | 1 | | Publisher | Pearson Education (US) | | Weight (grammes) | 1610 | | Imprint | Prentice Hall | | Published in | Upper Saddle River | | Format | Hardback | | Previous ISBN | 9780023548567 | | Publication date | 01 May 2005 | | Height (mm) | 254 | | Library of Congress | 2006037202 | | Width (mm) | 203 | | DEWEY | 006.6 | | Spine width (mm) | 36 | | DEWEY edition | DC22 | | Academic level | Tertiary education |
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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
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