Interactive computer graphics: functional, procedural, and device-level methods
This text covers the theoretical, mathematical foundations, as well as the practical, algorithmic methods needed to design and implement computer graphics program, with a central theme of generation and manipulation of graphic scenes in real time with human control or interaction. Features covers important graphic standards and device-level method makes a range of advanced material accessible to all software and hardware independent.
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Graphics Systems and Standards
Fundamental Algorithms for Raster Graphics
9 other sections not shown
algorithm angle anti-aliasing application axis B-spline Bezier curve BitBlt blending function calculations Cartesian centre clipping co-ordinate system components computer graphics contained database defined described determine device level differential direction vector display dot product drawing edges effect ellipse endpoints example facets frame buffer geometric Gouraud shading graphics scene graphics system hardware illuminated input device integer interactive interpolation intersection point knots large number light source line segments linear matrix method mouse nodes normal vector number of pixels octree operations ordinates parallel parameter perspective projection picture pixel pixel intensities planar plane polygon position vector primitives problem procedure processing processor produce raster ray tracing rectangular rotation scan line screen shaded shown in Figure simple space specified specular specular reflection spline subdivision surface normal technique texture mapping tion transformation triangle vector equation vertex vertices viewport window workstation z-buffer
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