Computer Graphics: The Principles Behind the Art and Science |
Common terms and phrases
algorithm angle array B-spline B-spline curve basic clip begin Bezier curve bit map called Chapter circle color computer graphics control points coordinates corresponding curr_y data structure defined depth described device draw edges ellipse end points end procedure equation example facet fill formula fractal frame buffer function Gouraud shading graphics primitive grid surface hardware hidden lines horizontal inside integer intensity interpolation iteration Julia set last point left_most_edge matrix method midpoint move normal object P₁ P₂ painter's algorithm parameter patch perimeter Phong shading picture pixel pixel ratio pointers polygon mesh produce projection rectangle reflection region-code result right_most_edge rotation scan line screen segment shown in Figure shows slope space specified sphere spline step straight line surface normal technique transformation triangle values vector vertex vertex normals vertices view plane viewport window boundary x-value ymax Z-buffer z-coordinates