Computer Graphics: Principles And Practice
The best-selling book on computer graphics is now available in this C-language version. All code has been converted into C, and changes through the ninth printing of the second edition have been incorporated. The book's many outstanding features continue to ensure its position as the standard computer graphics text and reference. By uniquely combining current 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.
Computer Graphics: Principles and Practice
In this book, the authors explore multiple perspectives on computer graphics: the user's, the application programmer's, the package implementor's, and the hardware designer's. For example, the issues of user-centered design are expertly addressed in three chapters on interaction techniques, dialogue design, and user interface software. Hardware concerns are examined in a chapter, contributed by Steven Molnar and Henry Fuchs, on advanced architectures for real-time, high performance graphics.
The best-selling book on computer graphics is now available in this C-language version. All code has been converted into C, and changes through the ninth printing of the second edition have been incorporated. The book's many outstanding features continue to ensure its position as the standard computer graphics text and reference.By uniquely combining current 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.
At the same time that interactive graphics has become common in user interfaces and visualization of data and objects, the rendering of 3D objects has become dramatically more realistic, as evidenced by the ubiquitous computer-generated commercials and movie special effects. Techniques that were experimental in the early eighties are now standard practice, and more remarkable "photorealistic" effects are around the corner. The simpler kinds of pseudorealism, which took hours of computer time per image in the early eighties, now are done routinely at animation rates (ten or more frames/second) on personal computers. Thus "real-time" vector displays in 1981 showed moving wire-frame objects made of tens of thousands of vectors without hidden-edge removal; in 1990 real-time raster displays can show not only the same kinds of line drawings but also moving objects composed of as many as one hundred thousand triangles rendered with Gouraud or Phong shading and specular highlights and with full hidden-surface removal. The highest-performance systems provide real-time texture mapping, anitialiasing, atmospheric attenuation for fog and haze, and other advanced effects.
These are the short notes for a two hour tutorial on principles and practice of computer graphics and scientific visualization. They are intended to summarize the contents of the tutorial transparencies and slides but they cannot completely replace them since restrictions in space and print quality do not permit the inclusion of figures and example images. For further reference the following standard text should be consulted: [3, 8, 5, 1, 6, 2, 9] 041b061a72