Computer Graphics: Principles and Practice
By uniquely combining 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 principles of geometric transformations and viewing.
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algorithm application program axis b-reps B-splines bitmap bits BSP tree button calculations Chapter clip rectangle Color Plate command computer graphics control points coordinate system create cursor curve segment database defined determine device discussed in Section edge endpoints example filter frame buffer function geometric Gouraud shading graphics package hardware hierarchy implemented input integer intensity interaction interpolated intersection light source matrix memory menu mode multiple node normal object octree operations output parallel parameters patch performed perspective projection PHIGS pipeline pixel pixmap plane polygon polyline position primitives procedure quadtree radiosity raster graphics ray tracing reflection region rendering representation rotation sampling scan convert scan line screen selected sequence shading shadow shown in Fig shows specified specular SPHIGS SRGP structure surface surface normal techniques transformation traversal typically user interface values vector vertex vertices view volume viewport visible visible-surface window system z-buffer