Computer graphics principles and practice
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Boston ; Munich [u.a.]
Addison-Wesley
2008
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Schriftenreihe: | The systems programming series
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245 | 1 | 0 | |a Computer graphics |b principles and practice |c James D. Foley ... |
250 | |a 2. ed. in C, reprinted with corr., 24. print. | ||
264 | 1 | |a Boston ; Munich [u.a.] |b Addison-Wesley |c 2008 | |
300 | |a XXIII, 1175 S., [32] Bl. |b zahlr. Ill., graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
490 | 0 | |a The systems programming series | |
500 | |a 1. Aufl. u.d.T.: Foley, James D.: Fundamentals of interactive computer graphics | ||
650 | 0 | 7 | |a Dialogsystem |0 (DE-588)4131632-0 |2 gnd |9 rswk-swf |
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700 | 1 | |a Foley, James D. |d 1942- |e Sonstige |0 (DE-588)114491038 |4 oth | |
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883 | 1 | |8 1\p |a cgwrk |d 20201028 |q DE-101 |u https://d-nb.info/provenance/plan#cgwrk | |
943 | 1 | |a oai:aleph.bib-bvb.de:BVB01-017147260 |
Datensatz im Suchindex
_version_ | 1819788966008717312 |
---|---|
adam_text | Contents
CHAPTER
1
INTRODUCTION
1
1.1
Image Processing as Picture Analysis
....................... 2
1.2
The Advantages of Interactive Graphics
...................... 3
1.3
Representative Uses of Computer Graphics
.................... 4
1.4
Classification of Applications
............................ 6
1.5
Development of Hardware and Software for Computer Graphics
....... 8
,1.6
Conceptual Framework for Interactive Graphics
................. 17
1.7
Summary
........................................ 21
Exercises
........................................ 22
CHAPTER
2
PROGRAMMING IN THE SIMPLE RASTER
GRAPHICS PACKAGE (SRGP)
25
2.1
Drawing with SRGP
................................. 26
2.2
Basic Interaction Handling
............................. 40
2.3
Raster Graphics Features
............................... 52
2.4
Limitations of SRGP
................................. 60
2.5
Summary
........................................ 63
Exercises
........................................ 64
CHAPTER
3
BASIC RASTER GRAPHICS ALGORITHMS
FOR DRAWING 2D PRIMITIVES
67
3.1
Overview
........................................ 67
3.2
Scan Converting Lines
................................ 72
3.3
Scan Converting Circles
............................... 81
3.4
Scan Converting Ellipses
.............................. 88
3.5
Filling Rectangles
................................... 91
3.6
Filling Polygons
.................................... 92
3.7
Filling Ellipse Arcs
.................................. 99
3.8
Pattern Filling
..................................... 100
3.9
Thick Primitives
.................................... 104
3.10
Line Style and Pen Style
............................... 109
3.11
Clipping in a Raster World
............................. 110
3.12
Clipping Lines
.....................................
Ill
xviii Contents
3.13
Clipping Circles and Ellipses
............................ 124
3.14
Clipping Polygons
................................... 124
3.15
Generating Characters
................................ 127
3.16
SRGP-copyPixel
.................................... 132
3.17
Antialiasing
....................................... 132
3.18
Summary
........................................ 140
Exercises
........................................ 142
CHAPTER
4
GRAPHICS HARDWARE
145
4.1
Hardcopy Technologies
................................ 146
4.2
Display Technologies
................................. 155
4.3
Raster-Scan Display Systems
............................ 165
4.4
The Video Controller
................................. 179
4.5
Random-Scan Display Processor
.......................... 184
4.6
Input Devices for Operator Interaction
...................... 188
4.7
Image Scanners
.................................... 195
Exercises
........................................ 197
CHAPTER
5
GEOMETRICAL TRANSFORMATIONS
201
5.1
2D Transformations
.................................. 201
5.2
Homogeneous Coordinates and Matrix Representation of
2D Transformations
.................................. 204
5.3
Composition of 2D Transformations
........................ 208
5.4
The Window-to-Viewport Transformation
.................... 210
5.5
Efficiency
........................................ 212
5.6
Matrix Representation of
3D
Transformations
.................. 213
5.7
Composition of
3D
Transformations
........................ 217
5.8
Transformations as a Change in Coordinate System
.............. 222
Exercises
........................................ 226
CHAPTER
6
VIEWING IN
3D 229
6.1
Projections
.......................................230
6.2
Specifying an Arbitrary
3D
View
.........................237
6.3
Examples of
3D
Viewing
..............................242
6.4
The Mathematics of Planar Geometric Projections
...............253
6.5
Implementing Planar Geometric Projections
...................258
6.6
Coordinate Systems
..................................279
Exercises
........................................281
Contents xix
CHAPTER
7
OBJECT HIERARCHY AND SIMPLE PHIGS (SPHIGS)
285
7.1
Geometric Modeling
................................. 286
7.2
Characteristics of Retained-Mode Graphics Packages
.............. 293
7.3
Defining and Displaying Structures
........................ 295
7.4
Modeling Transformations
.............................. 304
7.5
Hierarchical Structure Networks
.......................... 308
7.6
Matrix Composition in Display Traversal
..................... 315
7.7
Appearance-Attribute Handling in Hierarchy
................... 318
7.8
Screen Updating and Rendering Modes
...................... 322
7.9
Structure Network Editing for Dynamic Effects
................. 324
7.10
Interaction
....................................... 328
7.11
Additional Output Features
............................. 332
7.12
Implementation Issues
................................ 334
7.13
Optimizing Display of Hierarchical Models
................... 340
7.14
Limitations of Hierarchical Modeling in PHIGS
................. 341
7.15
Alternative Forms of Hierarchical Modeling
................... 343
7.16
Summary
........................................ 345
Exercises
........................................ 346
CHAPTER
8
INPUT DEVICES, INTERACTION TECHNIQUES,
AND INTERACTION TASKS
347
8.1
Interaction Hardware
................................. 349
8.2
Basic Interaction Tasks
................................ 358
8.3
Composite Interaction Tasks
............................. 381
Exercises
........................................ 388
CHAPTER
9
DIALOGUE DESIGN
391
9.1
The Form and Content of User-Computer Dialogues
..............392
9.2
User-Interface Styles
.................................395
9.3
Important Design Considerations
..........................403
9.4
Modes and Syntax
..................................414
9.5
Visual Design
.....................................418
9.6
The Design Methodology
..............................429
Exercises
........................................431
CHAPTER
10
USER INTERFACE SOFTWARE
435
10.1
Basic Interaction-Handling Models
.........................436
10.2
Window-Management Systems
...........................439
10.3
Output Handling in Window Systems
.......................443
xx Contents
10.4
Input Handling in Window Systems
........................ 447
10.5
Interaction-Technique Toolkits
........................... 451
10.6
User-Interface Management Systems
........................ 456
Exercises
........................................ 468
CHAPTER
11
REPRESENTING CURVES AND SURFACES
471
11.1
Polygon Meshes
.................................... 473
11.2
Parametric Cubic Curves
............................... 478
11.3
Parametric Bicubic Surfaces
............................. 516
11.4
Quadric Surfaces
................................... 528
11.5
Summary
........................................ 529
Exercises
........................................ 530
CHAPTER
12
SOLID MODELING
533
12.1
Representing Solids
.................................. 534
12.2
Regularized Boolean Set Operations
........................ 535
12.3
Primitive Instancing
.................................. 539
12.4
Sweep Representations
................................ 540
12.5
Boundary Representations
.............................. 542
12.6
Spatial-Partitioning Representations
........................ 548
12.7
Constructive Solid Geometry
............................ 557
12.8
Comparison of Representations
........................... 558
12.9
User Interfaces for Solid Modeling
......................... 561
12.10
Summary
........................................ 561
Exercises
........................................ 562
CHAPTER
13
ACHROMATIC AND COLORED LIGHT
563
13.1
Achromatic Light
................................... 563
13.2
Chromatic Color
.................................... 574
13.3
Color Models for Raster Graphics
......................... 584
13.4
Reproducing Color
.................................. 599
13.5
Using Color in Computer Graphics
........................ 601
13.6
Summary
........................................ 603
Exercises
........................................ 603
CHAPTER
14
THE QUEST FOR VISUAL REALISM
605
14.1
Why Realism?
.....................................606
14.2
Fundamental Difficulties
...............................607
14.3
Rendering Techniques for Line Drawings
.....................609
Contents xxi
14.4
Rendering Techniques for Shaded Images
.....................612
14.5
Improved Object Models
...............................615
14.6
Dynamics
........................................615
14.7
Stereopsis
........................................616
14.8
Improved Displays
...................................617
14.9
Interacting with Our Other Senses
.........................617
14.10
Aliasing and Antialiasing
..............................617
14.11
Summary
........................................646
Exercises
........................................647
CHAPTER
15
VISIBLE-SURFACE DETERMINATION
649
15.1
Functions of Two Variables
.............................651
15.2
Techniques for Efficient Visible-Surface Algorithms
..............656
15.3
Algorithms for Visible-Line Determination
....................665
15.4
The z-Buffer Algorithm
...............................668
15.5
List-Priority Algorithms
...............................672
15.6
Scan-Line Algorithms
................................680
15.7
Area-Subdivision Algorithms
............................686
15.8
Algorithms for Octrees
................................695
15.9
Algorithms for Curved Surfaces
..........................698
15.10
Visible-Surface Ray Tracing
.............................701
15.11
Summary
........................................715
Exercises
........................................718
CHAPTER
16
ILLUMINATION AND SHADING
721
16.1
Illumination Models
.................................722
16.2
Shading Models for Polygons
............................734
16.3
Surface Detail
.....................................741
16.4
Shadows
.........................................745
16.5
Transparency
......................................754
16.6
Interobject
Reflections
................................758
16.7
Physically Based Illumination Models
.......................760
16.8
Extended Light Sources
...............................772
16.9
Spectral Sampling
...................................773
16.10
Improving the Camera Model
............................774
16.11
Global Illumination Algorithms
...........................775
16.12
Recursive Ray Tracing
................................776
16.13
Radiosity Methods
..................................793
16.14
The Rendering Pipeline
...............................806
16.15
Summary
........................................813
Exercises
........................................813
xxii Contents
CHAPTER
17
IMAGE MANIPULATION
AND STORAGE
815
17.1
What Is an Image?
.................................. 816
17.2
Filtering
......................................... 817
17.3
Image Processing
................................... 820
17.4
Geometric Transformations of Images
....................... 820
17.5
Multipass Transformations
.............................. 828
17.6
Image Compositing
.................................. 835
17.7
Mechanisms for Image Storage
........................... 843
17.8
Special Effects with Images
............................. 850
17.9
Summary
........................................ 851
Exercises
........................................ 851
CHAPTER
18
ADVANCED RASTER GRAPHICS ARCHITECTURE
855
18.1
Simple Raster-Display System
........................... 856
18.2
Display-Processor Systems
.............................. 861
18.3
Standard Graphics Pipeline
............................. 866
18.4
Introduction to Multiprocessing
........................... 873
18.5
Pipeline Front-End Architectures
.......................... 877
18.6
Parallel Front-End Architectures
.......................... 880
18.7
Multiprocessor Rasterization Architectures
.................... 882
18.8
Image-Parallel Rasterization
............................. 887
18.9
Object-Parallel Rasterization
............................ 899
18.10
Hybrid-Parallel Rasterization
............................ 902
18.11
Enhanced Display Capabilities
........................... 907
18.12
Summary
........................................ 920
Exercises
........................................ 920
CHAPTER
19
ADVANCED GEOMETRIC AND RASTER ALGORITHMS
923
19.1
Clipping
......................................... 924
19.2
Scan-Converting Primitives
............................. 945
19.3
Antialiasing
....................................... 965
19.4
The Special Problems of Text
............................ 976
19.5
Filling Algorithms
................................... 979
19.6
Making copyPixel Fast
................................ 986
19.7
The Shape Data Structure and Shape Algebra
.................. 992
19.8
Managing Windows with bitBlt
........................... 996
19.9
Page-Description Languages
............................. 998
19.10
Summary
........................................1006
Exercises
........................................1006
Contents xxiii
CHAPTER
20
ADVANCED
MODELING TECHNIQUES
1011
20.1
Extensions of Previous Techniques
.........................1012
20.2
Procedural Models
..................................1018
20.3
Fractal Models
.....................................1020
20.4
Grammar-Based Models
...............................1027
20.5
Particle Systems
....................................1031
20.6
Volume Rendering
...................................1034
20.7
Physically Based Modeling
.............................1039
20.8
Special Models for Natural and Synthetic Objects
...............1043
20.9
Automating Object Placement
...........................1050
20.10
Summary
........................................1054
Exercises
........................................1054
CHAPTER
21
ANIMATION
1057
21.1
Conventional and Computer-Assisted Animation
................1058
21.2
Animation Languages
.................................1065
21.3
Methods of Controlling Animation
........................1070
21.4
Basic Rules of Animation
..............................1077
21.5
Problems Peculiar to Animation
..........................1078
21.6
Summary
........................................1080
Exercises
........................................1080
APPENDIX: MATHEMATICS FOR COMPUTER GRAPHICS
1083
A.I Vector Spaces and
Affine
Spaces
..........................1083
A.
2
Some Standard Constructions in Vector Spaces
.................1091
A.3 Dot Products and Distances
.............................1094
A.4 Matrices
.........................................1103
A.
5
Linear and
Affine
Transformations
.........................1106
A.
6
Eigenvalues and Eigenvectors
............................1108
A.
7
Newton-Raphson Iteration for Root Finding
...................1109
Exercises
........................................1111
BIBLIOGRAPHY
1113
INDEX
1153
Computer Graphics
PRINCIPLES AND PRACTICE
S
I
-XON 1)
HDITION
¡η
(2
James
D. Foley,
Georgia Institute of Technology
Andries van Dam, Brown University
Steven K.
Feiner,
Columbia University
John F. Hughes, Brown University
By uniquely combining current concepts and practical applications in computer graphics, four well-
known authors provide here the most comprehensive, authoritative, and up-to-date coverage of the field.
The important algorithms in 2D and
3D
graphics are detailed for easy implementation, including a close
look at the more subtle special cases. There is also a thorough presentation of the mathematical princi¬
ples of geometric transformations and viewing.
In this book, the authors explore multiple perspectives on computer graphics: the user s, the application
programmer s, the package implementor s, and the hardware designer s. For example, the issues of user-
centered design are expertly addressed in three chapters on interaction techniques, dialogue design, and
user interface software. Hardware concerns are examined in a chapter, contributed by Steven
Moinar
and Henry
Fuchs,
on advanced architectures for real-time, high-performance graphics.
The comprehensive topic coverage includes:
•
Programming with SRGP, a simple but powerful raster graphics package that combines features of
Apple s QuickDraw and the MIT X Window System graphics library.
•
Hierarchical, geometric modeling using SPHIGS, a simplified dialect of the
3D
graphics
standard PHIGS.
•
Raster graphics hardware and software, including both basic and advanced algorithms for scan
converting and clipping lines, polygons, conies, spline curves, and text.
•
Image synthesis, including visible-surface determination, illumination and shading models, image
manipulation, and antialiasing.
•
Techniques for photorealistic rendering, including ray tracing and radiosity methods.
•
Surface modeling with parametric polynomials, including NURBS, and solid-modeling
representations such as B-reps,
CSG,
and octrees.
•
Advanced modeling techniques such as fractals, grammar-based models, particle systems,
physically based modeling, and volume rendering.
•
Concepts of computer animation and descriptions of state-of-the-art animation systems.
Over
100
full-color plates and over
700
figures illustrate the techniques presented in the book.
|
any_adam_object | 1 |
author_GND | (DE-588)114491038 |
building | Verbundindex |
bvnumber | BV035342990 |
classification_rvk | ST 320 |
ctrlnum | (OCoLC)553416359 (DE-599)BVBBV035342990 |
discipline | Informatik |
edition | 2. ed. in C, reprinted with corr., 24. print. |
format | Book |
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id | DE-604.BV035342990 |
illustrated | Illustrated |
indexdate | 2024-12-23T21:26:58Z |
institution | BVB |
isbn | 0201848406 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-017147260 |
oclc_num | 553416359 |
open_access_boolean | |
owner | DE-703 DE-11 |
owner_facet | DE-703 DE-11 |
physical | XXIII, 1175 S., [32] Bl. zahlr. Ill., graph. Darst. |
publishDate | 2008 |
publishDateSearch | 2008 |
publishDateSort | 2008 |
publisher | Addison-Wesley |
record_format | marc |
series2 | The systems programming series |
spellingShingle | Computer graphics principles and practice Dialogsystem (DE-588)4131632-0 gnd Computergrafik (DE-588)4010450-3 gnd |
subject_GND | (DE-588)4131632-0 (DE-588)4010450-3 |
title | Computer graphics principles and practice |
title_auth | Computer graphics principles and practice |
title_exact_search | Computer graphics principles and practice |
title_full | Computer graphics principles and practice James D. Foley ... |
title_fullStr | Computer graphics principles and practice James D. Foley ... |
title_full_unstemmed | Computer graphics principles and practice James D. Foley ... |
title_short | Computer graphics |
title_sort | computer graphics principles and practice |
title_sub | principles and practice |
topic | Dialogsystem (DE-588)4131632-0 gnd Computergrafik (DE-588)4010450-3 gnd |
topic_facet | Dialogsystem Computergrafik |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=017147260&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=017147260&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT foleyjamesd computergraphicsprinciplesandpractice |