Computer Graphics: Principles and PracticeThe 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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Page 473
... POLYGON MESHES A polygon mesh is a collection of edges , vertices , and polygons connected such that each edge is shared by at most two polygons . An edge connects two vertices , and a polygon is a closed sequence of edges . An edge can ...
... POLYGON MESHES A polygon mesh is a collection of edges , vertices , and polygons connected such that each edge is shared by at most two polygons . An edge connects two vertices , and a polygon is a closed sequence of edges . An edge can ...
Page 474
... polygon , so a correct match might never be made . With this representation , displaying the mesh either as filled polygons or as polygon outlines necessitates transforming each vertex and clipping each edge of each polygon . If edges ...
... polygon , so a correct match might never be made . With this representation , displaying the mesh either as filled polygons or as polygon outlines necessitates transforming each vertex and clipping each edge of each polygon . If edges ...
Page 687
... polygon . The area is first filled with the background color , and then the part of the polygon contained in the area is scan - converted . 3. There is a single surrounding polygon , but no intersecting or contained polygons . The area ...
... polygon . The area is first filled with the background color , and then the part of the polygon contained in the area is scan - converted . 3. There is a single surrounding polygon , but no intersecting or contained polygons . The area ...
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Common terms and phrases
algorithm application program axis b-reps B-splines bitmap bits BSP tree button calculations Chapter clip rectangle Color Plate command 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 P₁ 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 texture mapping transformation traversal typically user interface values vector vertex vertices view volume viewport visible visible-surface window system z-buffer