CHAPTER 1 INTRODUCTION
1.1 Image Processing as Picture Analysis
1.2 The Advantages of Interactive Graphics
1.3 Representative Uses of Computer Graphics
1.4 Classification of Applications
1.5 Development of Hardwar and Softwar for Computer Graphics
1.6 Conceptual Framework for Interactive Graphics
1.7 Summary
Exercises
CHAPTER 2 PROGRAMMING IN THE SIMPLE RASTER GRAPHICS PACKAGE (SRGP)
2.1 Drawing with SRGP
2.2 Basic Interaction Handling
2.3 Raster Graphics Features
2.4 Limitations of SRGP
2.5 Summary
Exercises
CHAPTER 3 BASIC RASTER GRAPHlCS ALGORITHMS FOR DRAWING 2D PRIMITIVES
· · · · · ·
CHAPTER 1 INTRODUCTION
1.1 Image Processing as Picture Analysis
1.2 The Advantages of Interactive Graphics
1.3 Representative Uses of Computer Graphics
1.4 Classification of Applications
1.5 Development of Hardwar and Softwar for Computer Graphics
1.6 Conceptual Framework for Interactive Graphics
1.7 Summary
Exercises
CHAPTER 2 PROGRAMMING IN THE SIMPLE RASTER GRAPHICS PACKAGE (SRGP)
2.1 Drawing with SRGP
2.2 Basic Interaction Handling
2.3 Raster Graphics Features
2.4 Limitations of SRGP
2.5 Summary
Exercises
CHAPTER 3 BASIC RASTER GRAPHlCS ALGORITHMS FOR DRAWING 2D PRIMITIVES
3.1 Overview
3.2 Scan Converting Lines
3.3 Scan Converting Circles
3.4 Scan Converting Ellipses
3.5 Filling Rectangles
3.6 Filling Polygons
3.7 Filling Ellipse Arcs
3.8 Dettem Filling
3.9 Thick Primitives
3.10 Line Style and Pen Style,
3.11 Clipping in a Raster World
3.12 Clipping Lines
3.13 Clipping Circles and ElliPses
3.14 Clipping Poygons
3.15 Generating Charaters
3.16 SRGP_xoPyPixel
3.17 Antialiasing
3.18 Summare
Exercises
CHAPTER 4 GRAPHlCS HARDWARE
4.1 HardcoPy WnOlogies
4.2 Display Technologies
4.3 Raster-Scan Display Systems
4.4 The Video ContrOler
4.5 Random-Scan Disp1ay Processor
4.6 Input Devices for Operaor Interaction
4.7 Image Scanners
Exercises
CHAPTER 5 GEOMETRICAL TRANSFORMATIONS
5.1 2D Transformations
5.2 HomogCneous Coordinates and Matrix Representation of 2D Transformations
5.3 Composition of 2D Transformations
5.4 The Window-to-Viewport Transformation
5.5 Efficiency
5.6 Matrix Repreentation of 3D Transformations
5.7 Composition of 3D Transformations
5.8 Transformations as a Change in Coordinate System
Exercises
CHAPTER 6 VIEWING IN 3D
6.1 Projections
6.2 Specifying an Arbitrary 3D View
6.3 Examples of 3D Viewing
6.4 The Mathematics of Planar Geometric Projections
6.5 Implementing Planar Geometric Proections
6.6 Coordinate Systems
Exercises
CHAPTER 7 OBJECT HIERARCHY AND SIMPLE PHlGS (SPHIGS)
7.1 Geometric Modeling
7.2 Characteristics of Retained-Mode Graphics forkages
7.3 Defining and DisPlaying Structures
7.4 Modeling Transformations
7.5 Hierarehical Structure Netwnrks
7.6 Matrix Composition in Display Traversal
7.7 AppearanCe-Attribute Handling in Hierarchy
7.8 Screen Updating and Rendering Modes
7.9 Structure Network Editing for Dynamic Etttcts
7.10 Interaction
7.11 Additional Output Features
7.12 Implementation Issues
7.13 Optimizing Display of Hierarhical Models
7.14 Limitations of Hierarchical Modeling in PHIGS
7.15 Alternative Forms of Hierarchical Modeling
7.16 Summary
Exercises
CHAPTER 8 INPUT DEVICES.INTERACTION TECHNIQUES,AND INTERACTION TASKS
8.1 Interaction Hardwar
8.2 Basic Interaction Tasks
8.3 Composite Interaction Tasks
Exercises
CHAPTER 9 DIALOGUE DESIGN
9.1 The Form and Content of User-Computer Dialogues
9.2 User-Interface Styles
9.3 Important Design Considerations
9.4 Modes and Syntax
9.5 Visua1 Deign
9.6 The Design Methodology
Exereises
CHAPTER 10 USER INTERFACE SOFTWARE
10.1 Basic Interation-Handling Models
10.2 Window-Management Systems
10.3 Output Handling in Wndow Systems
10.4 Input Handling in Window Systems
10.5 Interaction-Tpehnique Toolkits
10.6 M-Interface Management Systems
Exercises
CHAPTER 11 REPRESENTING CURVES AND SURFACES
11.1 Polygon Meshes
11.2 Metric Cubic Curves
11.3 Metric Bicubic Surfaces
11.4 Quadric Surfaces
11.5 Summary
Exercises
CHAPTER 12 SOLID MODELlNG
12.1 Representing Solids
12.2 Regularized Boolean Set Operations
12.3 Primitive Instancing
12.4 Sweep Representations
12.5 Boundary Representations
12.6 Spatial-Pwtitioning Representations
12.7 Constructive Solid Geomeny
12.8 Comparison of Representatinns
12.9 User Interfaccs for Solid ModeIing
12.10 Summary
Exercises
CHAPTER 13 ACHROMATIC AND COLORED LIGHT
13.1 Achromatic Light
13.2 Chromatic Color
13.3 Color Models for Raster Graphics
13.4 Reproducing Color
13.5 Using Color in Computer Graphics
13.6 Summary
Exercises
CHAPTER 14 THE QUEST FOR VISUAL REALISM
14.1 Why Realism?
14.2 Fundamental Difficulties
14.3 Rendering Techniques for Line Drawings
14.4 Rendering Techniques for Shaded Images
14.5 Improved Object Models
14.6 Dynamics
14.7 StereoPsis
14.8 Improved Displays
14.9 Interating with Our Other Senses
14.10 Aliasing and Antialiasing
14.11 Summny
Exercises
CHAPTER 15 VISIBLE-SURFACE DETERMlNATlON
15.1 Functions of Twn Variables
15.2 TeChniques for Efficient Visible-Surface Algorithms
15.3 Algorithms for Visible-Line Determination
15.4 The z-Buffer Algorithm
15.5 List-Priority Algorithms
15.6 Scan-Line Algorithms
15.7 Area-SuIXlivision Algorithms
15.8 AlgOrithms for Octrees
15.9 AlgOrithms for Curved Surfaces
15.10 VisibIe-Surface Ray Tracing
15.11 Summny
Exercises
CHAPTER 16 ILLUMlNATION AND SHADING
16.1 Illumination Models
16.2 Shading Models for Polygons
16.3 Surface Detail
16.4 Shadows
16.5 Wsparency
16.6 Interobect Reflections
16.7 Physically Based Illumination Models
16.8 Extended Light Sources
16.9 Spectral Sampling
16.10 Improving the Camera Model
16.11 Global Illumination Algorithms
16.12 Recursive Ray Tracing
16.13 Radiosity Methods
16.14 The Rendering Pipeline
16.15 Summary
Exercises
CHAPTER 17 IMAGE MANlPULATION AND STORAGE
17.1 What Is an Image?
17.2 Filtering
17.3 Image Processing
17.4 Geometric Transformations of Images
17.5 Multipass Transformations
I7.6 Image Compositing
17.7 Mechanisms for Image Storage
17.8 SPecial Effects with Images
17.9 Summary
Exercises
CHAPTER 18 AOVANCED RASTER GRAPHlCS ARCHlTECTURE
18.1 SimpIe Raster-Disp1ay System
18.2 Display-Processor Systems
18.3 Standard Graphics Pipeline
18.4 Introduction to Multiprocessing
18.5 PipeIine Front-End Architectures
18.6 ParalIel Front-End Architectures
18.7 Multiprocessor Rasterization Architectures
18.8 Image-Parallel Rasterization
18.9 Object-Parallel Rasterization
18.10 Hybrid-Parallel Rasterization
18.11 Enhanced Display Capabilities
18.12 Summary
Exercises
CHAPTER 19 ADVANCED GEOMETRlC AND RASTER ALGORIT
19.1 Clipping
19.2 Scan-Converting Primitives
19.3 Antialiasing
19.4 The Special Problems of Text
I9.5 Fil1ing Algorithms
19.6 Making copyPixel Fast
19.7 The Shape Data Structure and Shape Algebra
19.8 Managing Windows with bitBlt
19.9 Page-Description Languages
19.10 Summary
Exercises
CHAPTER 20 ADVANCED MODELING TECHNIQUES
20.1 Extensions of Previous Techniques
20.2 Procedural Models
20.3 Fractal Models
20.4 Grammar-Based Models
20.5 Particle Systems
20.6 Volume Rendering
20.7 Physically Based Modeling
20.8 Special Models for Natural and Synthetic Objects
20.9 Automating Object Placement
20.10 Summary
Exercises
CHAPTER 21 ANIMATION
21.1 Conventional and Computer-Assisted Animation
21.2 Animation Languages
21.3 Methods of Controlling Animation
21.4 Basic Rules of Animation
21.5 Mlems Peculiar to Animation
21.6 Summary
Exercises
APPENDIX: MATHEMATICS FOR COMPUTER GRAPHICS
A.1 Vector Spaces and Affine Spaces
A.2 Some Standard Constructions in Vector Spaces
A.3 Dot Mucts and Distances
A.4 Matrices
A.5 Linear and Affine Transformations
A.6 Eisenvalues and Eigenvectors
A.7 Newton-Raphson Iteration for Root Finding
Exereises
BIBUOGRAPHY
INDEX