Computer graphics: principles and practice
The long-awaited second edition of this book has been completely rewritten to provide the most comprehensive authoritative and up-to-date coverage of the field---making it the standard computer graphics reference work for the 1990s. The authors provide a unique combination of current concepts and practical applications. The important algorithms in 2D and 3D graphics are detailed for easy implementation.
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algorithm application program attributes axis b-reps B-splines bilevel display bitmap boundary button canvas Chapter clip rectangle command control points coordinate system create cursor curve segment defined determine device discussed in Section display processor drawing edge ellipse endpoints example filter frame buffer function geometric graphics package grid hardware hierarchy homogeneous coordinates horizontal icon implementation increment input integer intensity interaction intersection keyboard line segment locator matrix memory menu midpoint mode mouse move multiple node object octree operations output primitives parameters pattern perspective projection PHIGS pixel pixmap plane polygon polyline position procedure projection plane quadtree raster display raster graphics region representation represented rotation sampling scaling scan convert scan line screen selected sequence shown in Fig shows signal span specified SPHIGS SRGP structure surface technique transformation typically user interface vector vertex vertices view volume viewport window system z-buffer