Interactive Computer Graphics: Functional, Procedural, and Device-level MethodsThis 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
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Contents
Preface | 1 |
Fundamental Algorithms for Raster Graphics | 75 |
Analysis of Two and ThreeDimensional Space | 145 |
Copyright | |
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Common terms and phrases
algorithm angle anti-aliasing application axis B-spline Bezier curve BitBlt blending function calculations Cartesian centre clipping co-ordinate system colour components computer graphics contained database defined determine device level diagram differential direction vector display dot product drawing edges 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 P₁ P₂ parallel parameter perspective projection picture pixel pixel driver pixel intensities planar plane polygon position vector primitives problem procedure processing processor produce projection raster ray tracing rotation scan line screen shaded shown in Figure simple space specified specular specular reflection spline surface normal technique texture mapping tion transformation triangle vertex vertices viewport window workstation x₁ y₁ z-buffer