computer graphics

 

Embed or link this publication

Popular Pages


p. 1



[close]

p. 2

contents preface xvii 1 a survey of computer graphics computer-aided design presentation graphics computer art entertainment education and training visualization image processing graphical user interfaces 2-2 2 i 2-3 2-4 l 3 2-5 18 21 25 32 34 2 2-1 overview of graphics systems videodisplaydevices refresh cathode-ray tubes raster-scan displays random-scan displays color crt monitors direct-view storage tubes flat-panel displays three-dimensional viewing devices 35 2-6 36 2-7 37 40 41 42 4.5 45 49 stereoscopic and virtual-reality systems raster-scan system 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 summary references exercises vii

[close]

p. 3

contents 3 outout primitives points and lines line-drawing algorithms dda algorithm bresenham s line algorithm parallel line algorithms loading the frame buffer line function circle-generating algorithms properties of circles midpoint circle algorithm ellipse-generating algorithms properties of ellipses midpoint ellipse algorithm other curves conic sections polynomials and spline curves parallel curve algorithms curve functions pixel addressing and object geometry screen grid coordinates maintaining geometric properties of displayed objects filled-area primitives scan-line polygon fill algorithm inside-outside tests scan-line fill of curved boundary areas boundary-fill algorithm flood-fillalgorithm fill-area functions cell array character generation 83 summary applications references exercises attributes of output primitives line attributes line type line width pen and brush options line color curve attributes color and grayscale levels color tables grayscale area-fill attributes fill styles pattern fill soft fill character attributes text attributes marker attributes bundled attributes bundled line attributes bundled area-fi attributes bundled text attributes bundled marker attributes inquiry functions antialiasing supersampling straight line segments pixel-weighting masks 143

[close]

p. 4

contents area sampling straight line segments filtering techniques pixel phasing compensating for line lntensity differences antialiasing area boundaries summary references exercises 5-6 174 5-7 174 5-8 175 1 75 176 aff ine transformations 208 208 210 212 21 3 213 transformation functions raster methods for transformations summary references exercises 180 6 6-1 6-2 two-dimensional viewing the viewing pipeline viewing coordinate reference frame window-teviewport coordinate transformation two-dimensional wewing functions clipping operations point clipping line clipping cohen-sutherland line clipping liang-barsky line clipping nicholl-lee-nicholl line clipping line clipping using nonrectangular clip windows splitting concave polygons polygon clipping sutherland-hodgernan polygon clipping weiler-atherton polygon clipping other polygon-clipping algorithms curve clipping text clipping exterior clipping summary references exercises 21 6 5 5-1 two-dimensional geometric transformations 183 6-3 basic transformations translation rotation scaling 5-2 matrix representations and homogeneous coordinates 5-3 composite transformations translations rotations scalings general pivot-point rotation general fixed-point scaling general scaling directions concatenation properties general composite transformations and computational efficiency 5-4 other transformations reflection shear 5-5 transformations between coordinate systems 205

[close]

p. 5

7 7-1 structures and hierarchical modeling 250 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 mode1 representations symbol hierarchies modeling packages hierarchical modeling with structures local coordinates and modeling transformations modeling transformations structure hierarchies summary references exercises 250 250 253 7-2 254 255 250 256 257 257 258 260 260 261 262 263 8-2 8-3 7-3 7-4 265 265 266 266 268 269 2 69 8-4 8-5 8 8-1 graphical user interfaces and interactive lnput methods 271 the user dialogue windows and icons accommodating multiple skill levels consistency minimizing memorization backup and error handling feed back lnput of graphical data logical classification of input devices locator devices stroke devices string devices valuator devices choice devices pick devices lnput functions input modes request mode locator and stroke input in request mode string input in request mode valuator input in request mode choice lnput in request mode pick input in request mode sample mode event mode concurrent use of input modes initial values for input-device parameters lnteractive picture-construction techniques basic positioning methods constraints grids gravity field rubber-band methods dragging painting and drawing

[close]

p. 6

8-6 virtual-reality environments summary references exercises 292 10-4 233 294 294 10-5 10-6 9 9-1 three-dimensional concepts three-dimensional display methods parallel projection perspective projection depth cueing visible line and surface identification surface rendering exploded and cutaway views three-dimensional and stereoscopic views three-dimensional graphics packages 296 9-2 302 three-dimensional 10-1 10-2 10-3 polygon surfaces polygon tables plane equations polygon meshes curved lines and surfaces quadric sutiaces 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 ezier curves bezier surfaces b-spline curves and surfaces b-spline curves uniform periodic b-splines cubic periodic 3-splines open uniform b-splines nonuniform 13-splines b-spline surfaces beta-splines beta-spline continuity conditions cubic periodic beta-spline matrix representation rational splines

[close]

p. 7

contents conversion between spline representations displaying spline curves and surfaces homer s rule forward-difference calculations subdivision methods sweep representations constructive solid-geometry methods octrees bsp trees 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 shape grammars and other procedural methods particle systems physically based modeling visualization of data sets visual representations for scalar fields visuai representations for vector fields visual representations for tensor fields xii visual representations for multivariate data fields summary references exercises 402 404 404 404 11 three-dimensional geometric and modeling transformations 407 translation rotation coordinate-axes rotations general three-dimensional rotations rotations with quaternions scaling other transformat~ons reflections shears conlposite transformations three-dimens~onal transformation functions modeling and coordinate transformations summary references exercises 408 409 409 413 419 420 422 422 423 423 425 426 429 429 430 12 12-1 three-dimensional viewing viewing pipeline viewing coordinates specifying the virbw plane transformation from world to viewing coordinates 431 432 433 12-2 433 437 40 1

[close]

p. 8

contents projections parallel projections perspective ijrojections view volumes and general projection transformations general parallel-projection transformations general perspective-projection transformations clipping normalized view volumes viewport clipping clipping in homogeneous coordinates hardware implementations three-dimensional viewing functions summary references exercises 1 3-1 2 13-1 3 wireframe methods visibility-detection functions summary keferences exercises 490 490 49 1 492 49 2 14 lllumination models and surface-rendering methods 494 light sources basic lllumination 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 displaying light intensities assigning intensity levels gamma correction and video lookup tables displaying continuous-tone images halftone patterns and dithering techniques halftone approximations dithering techniques polygon-rendering methods constant-intensity shading gouraud shading phong shading visi ble-su dace detection met hods classification of visible-surface d~tection algorithms back-face detection depth-buffer method a-buffer method scan-line method depth-sorting method bsp-tree method area-subdivision method octree methods ray-casting met hod curved surfaces curved-surface representations surface contour plots 469

[close]

p. 9

contents fast phong shading ray-tracing methods basic ray-tracing algorithm ray-surface intersection caiculations reducing object-intersection calculations space-subdivision methods antiaiiased ray tracing distributed ray tracing radiosity lighting model basic radiosity model progressive refinement radiosity method environment mapping adding surface detail modeling surface detail with polygons texture mapping procedural texturing methods bump mapping frame mapping summary references exercises 15-6 15-7 15-8 15-9 1 5-1 0 cmy color model hsv color model conversion between hsv and rgb models hls color model color selection and applications summary reierences exercises 16 14-1 16-2 computer animation design of animation sequences general computer-animation functions raster animations computer-animation languages key-frame systems morphing simulating accelerations motion specifications direct motion specification goal-directed systems kinematics and dynamics summary references exercises 583 16-3 16-4 16-5 16-6 color models and color a ,d ications p 564 15-1 15-2 597 1 5-3 15-4 15-5 properties o light f standard primaries and the chromaticity diagram xyz color model cie chromaticity diagram intuitive color concepts rgb color model y i q color model 565 568 569 571 572 a mathematics for computer graphics 599 coordinate-reference frames two-dimensional cartesian reference frames polar coordinates in the xy plane 600 569 a-1 5 74 600 601 xiv

[close]

p. 10

contents a-2 a-3 a-4 three-dimensional cartesian reference frames three-dimensional curvilinear coordinate systems solid angle points and vectors vector addition and scalar multiplication scalar product of two vectors vector product of two vectors basis vectors and the metric tensor orthonormal basis metric tensor matrices scalar multiplication and matrix addition matrix multiplication matrix transpose determinant of a matrix matrix inverse complex numbers quaternions nonparametric representations parametric representations numerical methods solving sets of linear equations finding roots of nonlinear equations evaluating integrals fitting c u n s data sets to bibliography 612 612 index

[close]

p. 11

graphics c version

[close]

p. 12



[close]

p. 13

c omputers have become a powerful tool for the rapid and economical production of pictures there is virtually no area in which graphical displays cannot be used to some advantage and so it is not surprising to find the use of computer graphics so widespread although early applications in engineering and science had to rely on expensive and cumbersome equipment advances in computer technology have made interactive computer graphics a practical tool today we find computer graphics used routinely in such diverse areas as science engineering medicine business industry government art entertainment advertising education and training figure 1-1 summarizes the many applications of graphics in simulations education and graph presentations before we get into the details of how to do computer graphics we first take a short tour through a gallery of graphics applications f i 1i ii examples of computer graphics applications courtesy of dicomed corpora!ion

[close]

p. 14

a major use of computer graphics is in design processes particularly for engineering and architectural systems but almost all products are now computer designed generally referred to as cad computer-aided design methods are now routinely used in the design of buildings automobiles aircraft watercraft spacecraft computers textiles and many many other products for some design applications objeck are f&t displayed in a wireframe outline form that shows the overall sham and internal features of obiects wireframe displays also allow designers to qui ckly see the effects of interacthe adjustments to design shapes figures 1-2 and 1-3give examples of wireframe displays in design applications software packages for cad applications typically provide the designer with a multi-window environment as in figs 1-4 and 1-5 the various displayed windows can show enlarged sections or different views of objects circuits such as the one shown in fig 1-5 and networks for comrnunications water supply or other utilities a r constructed with repeated placement of a few graphical shapes the shapes used in a design represent the different network or circuit components standard shapes for electrical electronic and logic circuits are often supplied by the design package for other applications a designer can create personalized symbols that are to be used to constmct the network or circuit the system is then designed by successively placing components into the layout with the graphics package automatically providing the connections between components this allows the designer t quickly try out alternate circuit schematics for minimizing the number of components or the space required for the system figure 1-2 color-coded wireframe display for an automobile wheel assembly courtesy of emns b sutherland

[close]

p. 15

figure 1-3 color-coded wireframe displays of body designs for an aircraft and an automobile courtesy of a ewns 6 suthcrhnd and b megatek corporation animations are often used in cad applications real-time animations using wiseframe displays on a video monitor are useful for testing perfonuance of a veh c e or system as demonstrated in fig ld when we do not display objs with il rendered surfaces the calculations for each segment of the animation can be performed quickly to produce a smooth real-time motion on the screen also wireframe displays allow the designer to see into the interior of the vehicle and to watch the behavior of inner components during motion animations in virtualreality environments are used to determine how vehicle operators are affected by figure 1-4 multiple-window color-coded cad workstation displays courtesy of intergraph corporation

[close]

Comments

no comments yet

YOUBLISHER
About
What Others Say
Sitemap
Impressum

PUBLISHERS
Login
Signup
Tutorials
FAQ
Support

BUSINESS
Overview
Advertising
Support

DEVELOPERS
API

LEGAL
Report a Copyright Violation
Copyright FAQ
Terms of Use
Privacy Policy