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Introduction to Computer Graphics

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ISBN-10: 0201609215

ISBN-13: 9780201609219

Edition: 1994 (Revised)

Authors: James D. Foley, Steven K. Feiner, John F. Hughes, Richard L. Phillips, Andries Van Dam

List price: $84.99
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This adaptation of the definitive book in the field (Computer Graphics, Second Edition by Foley, et al.,) provides a more concise, less expensive introduction to computer graphics. While retaining the currency and accuracy of the larger work, coverage has been trimmed to the essential topics. Explanations of key concepts have been expanded and further illustrated, assuming less background on the part of the reader. This brief version uses C as the programming language for all worked examples. An Introduction to Computer Graphics does not replace the highly regarded Second Edition of Foley, et al., but simply offers professionals the option of a briefer, less expensive version.
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Book details

List price: $84.99
Copyright year: 1994
Publisher: Addison Wesley Professional
Publication date: 8/31/1993
Binding: Hardcover
Pages: 632
Size: 7.75" wide x 9.75" long x 1.25" tall
Weight: 2.398
Language: English

Introducing: Computer Graphics
A Few Uses of Computer Graphics
A Brief History of Computer Graphics
Output Technology
Input Technology
Software Portability
The Advantages of Interactive Graphics
Conceptual Framework for Interactive Graphics
Application Modeling
Display of the Model
Interaction Handling
Programming in the Simple Raster Graphics Package (SRGP)
Drawing with SRGP
Specification of Graphics Primitives
Filled Primitives and Their Attributes
Saving and Restoring Attributes
Basic Interaction Handling
Human Factors
Logical Input Devices
Sampling Versus Event-Driven Processing
Sample Mode
Event Mode
Pick Correlation for Interaction Handling
Setting Device Measure and Attributes
Raster Graphics Features
Clipping Rectangles
The SRGP_copyPixel Operation
Write Mode or RasterOp
Limitation of SRGP
Application Coordinate Systems
Storage of Primitives for Respecification
Basic Raster Graphics Algorithms for Drawing 2D Primitives
Implications of Display-System Architectures
The Output Pipeline in Software
Scan Converting Lines
The Basic Incremental Algorithm
Midpoint Line Algorithm
Additional Issues
Scan Converting Circles
Eight-Way Symmetry
Midpoint Circle Algorithm
Filling Rectangles
Filling Polygons
Horizontal Edges
Edge Coherence and the Scan-Line Algorithm
Pattern Filling Using Scan Conversion
Pattern Filling Without Repeated Scan Conversion
Thick Primitives
Replicating Pixels
The Moving Pen
Clipping in a Raster World
Clipping Lines
Clipping Endpoints
Clipping Lines by Solving Simultaneous Equations
The Cohen-Sutherland Line-Clipping Algorithm
A Parametric Line-Clipping Algorithm
Clipping Circles
Clipping Circles
The Sutherland-Hodgman Polygon-Clipping Algorithm
Generating Characters
Defining and Clipping Characters
Implementing a Text Output Primitive
Increasing Resolution
Unweighted Area Sampling
Weighted Area Sampling
Advanced Topics
Graphics Hardware
Hardcopy Technologies
Display Technologies
Raster-scan Display Systems
Simple Raster Display System
Raster Display System with Peripheral Display Processor
Additional Display-Processor Functionality
Raster Display System with Integrated Display Processor
The Video Controller
Bitmap Transformations and Windowing
Video Mixing
Input Devices for Operator Interaction
Locator Devices
Keyboard Devices
Valuator Devices
Choice Devices
Image Scanners
Geometrical Transformations
Mathematical Preliminaries
Vector Spaces
The Dot Product in R.
Properties of the Dot Product
Orthonormal Bases
Matrix Multiplication
Matrix Transpose
Matrix Inverse
Exploring Further
2D Transformation
Homogeneous Coordinates and Matrix Representation of 2D Transformations
Composition of 2D Transformations
The Window-to-Viewport Transformation
Matrix Representation of 3D Transformations
Composition of 3D Transformations
Transformations as a Change in Coordinate System
Viewing in 3D
The Synthetic Camera and Steps
Perspective Projections
Parallel Projections
Specifying an Arbitrary 3D View
Examples of 3D Viewing