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      Computer graphics : principles and practice

      한글로보기

      https://www.riss.kr/link?id=M8286789

      • 저자
      • 발행사항

        Reading, Mass. : Addison-Wesley, c1990

      • 발행연도

        1990

      • 작성언어

        영어

      • 주제어
      • DDC

        006.6 판사항(20)

      • ISBN

        0201121107

      • 자료형태

        단행본(다권본)

      • 발행국(도시)

        Massachusetts

      • 서명/저자사항

        Computer graphics : principles and practice / James D. Foley ... [et al.].

      • 판사항

        2nd ed

      • 형태사항

        xxiii, 1174 p., [64] p. of plates : ill. (some col.) ; 24 cm.

      • 총서사항

        Addison-Wesley systems programming series

      • 일반주기명

        Illustrated lining papers.
        First ed., by James D. Foley and Andries van Dam, published under title: Fundamentals of interactive computer graphics.
        Includes bibliographical references (p. 1113-1151) and index.

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      목차 (Table of Contents)

      • CONTENTS
      • CHAPTER 1 INTRODUCTION = 1
      • 1.1 Image Processing as Picture Analysis = 2
      • 1.2 The Advantages of Interactive Graphics = 3
      • 1.3 Representative Uses of Computer Graphics = 4
      • CONTENTS
      • CHAPTER 1 INTRODUCTION = 1
      • 1.1 Image Processing as Picture Analysis = 2
      • 1.2 The Advantages of Interactive Graphics = 3
      • 1.3 Representative Uses of Computer Graphics = 4
      • 1.4 Classification of Applications = 6
      • 1.5 Development of Hardware and Software for Computer Graphics = 8
      • 1.6 Conceptual Framework for Interactive Graphics = 17
      • 1.7 Summary = 21
      • Exercises = 22
      • CHAPTER 2 PROGRAMMING IN THE SIMPLE RASTER GRAPHICS PACKAGE(SRGP) = 25
      • 2.1 Drawing with SRGP = 26
      • 2.2 Basic Interaction Handling = 40
      • 2.3 Raster Graphics Features = 52
      • 2.4 Limitations of SRGP = 60
      • 2.5 Summary = 63
      • Exercises = 64
      • CHAPTER 3 BASIC RASTER GRAPHICS ALGORITHMS FOR DRAWUNG 2D PRIMITIVES = 67
      • 3.1 Overview = 67
      • 3.2 Scan Converting Lines = 72
      • 3.3 Scan Converting Circles = 81
      • 3.4 Scan Converting Ellipses = 88
      • 3.5 Filling Rectangles = 91
      • 3.6 Filling Polygons = 92
      • 3.7 Filling Ellipse Arcs = 99
      • 3.8 Pattern Filling = 100
      • 3.9 Thick Primitives = 104
      • 3.10 Line Style and Pen Style = 109
      • 3.11 Clipping in a Raster World = 110
      • 3.12 Clipping Lines = 111
      • 3.13 Clipping Circles and Ellipses = 124
      • 3.14 Clipping Polygons = 124
      • 3.15 Generating Characters = 127
      • 3.16 SRGP_copyPixel = 132
      • 3.17 Antialiasing = 132
      • 3.18 Summary = 140
      • Exercises = 142
      • CHAPTER 4 GRAPHICS HARDWARE = 145
      • 4.1 Hardcopy Technologies = 146
      • 4.2 Display Technologies = 155
      • 4.3 Raster-Scan Display Systems = 165
      • 4.4 The Video Controller = 179
      • 4.5 Random-Scan Display Precessor = 184
      • 4.6 Input Devices for Operator Interaction = 188
      • 4.7 Image Scanners = 195
      • Exercises = 197
      • CHAPTER 5 GEOMETRICAL TRANSFORMATIONS = 201
      • 5.1 2D Transformations = 201
      • 5.2 Homogeneous Coordinates and Matrix Representation of 2D Transformations = 204
      • 5.3 Composition of 2D Transformations = 208
      • 5.4 The Window-to-Viewport Transformations = 210
      • 5.5 Efficiency = 212
      • 5.6 Matrix Representation of 3D Transformations = 213
      • 5.7 Composition of 3D Transformations = 217
      • 5.8 Transformations as a Change in Coordinate System = 222
      • Exercises = 226
      • CHAPTER 6 VIEWING IN 3D = 229
      • 6.1 Projections = 230
      • 6.2 Specifying an Arbitrary 3D view = 237
      • 6.3 Examples of 3D Viewing = 242
      • 6.4 The Mathematics of Planar Geometric Projections = 253
      • 6.5 Implementing Planar Germetric Projections = 258
      • 6.6 Coordinate Systems = 279
      • Exercises = 281
      • CHAPTER 7 OBJECT HIERARCHY AND SIMPLE PHIGS(SPHIGS) = 285
      • 7.1 Geometric Modeling = 286
      • 7.2 Characteristics of Retained-Mode Graphics Packages = 293
      • 7.3 Defining and Displaying Structures = 295
      • 7.4 Modeling Transformations = 304
      • 7.5 Hierarchical Structure Networks = 308
      • 7.6 Matrix Composition in Display Traversal = 315
      • 7.7 Appearance-Attribute Handling in Hierarchy = 318
      • 7.8 Screen Updating and Rendering Modes = 322
      • 7.9 Structure Network Editing for Dynamic Effects = 324
      • 7.10 Interaction = 328
      • 7.11 Additional Output Features = 332
      • 7.12 Implementation Issues = 334
      • 7.13 Optimizing Display of Hierachical Models = 340
      • 7.14 Limitations of Hierarchical Modeling in PHIGS = 341
      • 7.15 Alternative Forms of Hierarchical Modeling = 343
      • 7.16 Summary = 345
      • Exercises = 346
      • CHAPTER 8 INPUT DEVICES, INTERACTION TECHNIQUES, AND INTERACTION TASKS = 347
      • 8.1 Interaction Hardware = 349
      • 8.2 Basic Interaction Tasks = 357
      • 8.3 Composite Interaction Tasks = 382
      • Exercises = 388
      • CHAPTER 9 DIALOGUE DESIGN = 391
      • 9.1 The Form and Content of User-Computer Dialotues = 392
      • 9.2 User-Interface Styles = 395
      • 9.3 Important Design Considerations = 403
      • 9.4 Modes and Syntax = 414
      • 9.5 Visual Design = 418
      • 9.6 The Design Methodology = 429
      • Exercises = 431
      • CHAPTER 10 USER INTERFACE SOFTWARE = 435
      • 10.1 Basic Interaction-Handling Models = 436
      • 10.2 Window-Management Systems = 439
      • 10.3 Output Handling in Window Systems = 443
      • 10.4 Input Handling in Window Systems = 447
      • 10.5 Interaction-Technique Toolkits = 451
      • 10.6 User-Interface Management Systems = 456
      • Exercises = 468
      • CHAPTER 11 REPRESENTING CURVES AND SURFACES = 471
      • 11.1 Polygon Meshes = 473
      • 11.2 Parametric Cubic Curves = 478
      • 11.3 Parametric Bicubic Surfaces = 516
      • 11.4 Quadric Surfaces = 528
      • 11.5 Summary = 529
      • Exercises = 530
      • CHAPTER 12 SOLID MODELING = 533
      • 12.1 Representing Solids = 534
      • 12.2 Regularized Boolean Set Operations = 535
      • 12.3 Primitive Instancing = 539
      • 12.4 Sweep Representations = 540
      • 12.5 Boundary Representations = 542
      • 12.6 Spatial-Partitioning Representations = 548
      • 12.7 Constructive Solid Geometry = 557
      • 12.8 Comparison of Representations = 558
      • 12.9 User Interfaces for Solid Modeling = 561
      • 12.10 Summary = 561
      • Exercises = 562
      • CHAPTER 13 ACHROMATIC AND NOLORED LIGHT = 563
      • 13.1 Achromatic Light = 563
      • 13.2 Chromatic Color = 574
      • 13.3 Color Models for Raster Graphics = 584
      • 13.4 Reproducing Color = 599
      • 13.5 Using Color in Computer Graphics = 601
      • 13.6 Summary = 603
      • Exercises = 603
      • CHAPTER 14 THE QUEST FOR VISUAL REALISM = 605
      • 14.1 Why Realism? = 606
      • 14.2 Fundamental Difficulties = 607
      • 14.3 Rendering Techniques for Line Drawings = 609
      • 14.4 Rendering Techniques for Shaded Images = 612
      • 14.5 Improved Object Models = 615
      • 14.6 Dynamics = 615
      • 14.7 Steropsis = 616
      • 14.8 Improved Displays = 617
      • 14.9 Interacting with Our Other Senses = 617
      • 14.10 Aliasing and Antialiasing = 617
      • 14.11 Summary = 646
      • Exercises = 647
      • CHAPTER 15 VISIBLE-SURFACE DETERMINATION = 649
      • 15.1 Functions of Two Varables = 651
      • 15.2 Techniques for Efficient Vicible-Surface Algorithms = 656
      • 15.3 Algorithms for Visible-Line Determination = 665
      • 15.4 The z-Buffer Algorithm = 668
      • 15.5 List-Priority Algorithms = 672
      • 15.6 Scan-Line Algorithms = 680
      • 15.7 Area-Subdivision Algorithms = 686
      • 15.8 Algorithms for Octrees = 695
      • 15.9 Algorithms for Curved Surfaces = 698
      • 15.10 Visible-surface Ray Tracing = 701
      • 15.11 Summary = 715
      • Exercises = 718
      • CHAPTER 16 ILLUMINATION AND SHADING = 721
      • 16.1 Illumination Models = 722
      • 16.2 Shading Models for Polygons = 734
      • 16.3 Surface Detail = 741
      • 16.4 Shadows = 745
      • 16.5 Transparency = 754
      • 16.6 Interobject Reflections = 758
      • 16.7 Physically Based Illumination Models = 760
      • 16.8 Extended Light Sources = 772
      • 16.9 Spectral Sampling = 773
      • 16.10 Improving the Camera Model = 774
      • 16.11 Global Illumination Algorithms = 775
      • 16.12 Recursive Ray Tracing = 776
      • 16.13 Radiosity Methods = 793
      • 16.14 The Rendering Pipeline = 806
      • 16.15 Summary = 813
      • Exerceses = 813
      • CHAPTER 17 IMAGE MANIPULATION AND STORAGE = 815
      • 17.1 What Is an Image? = 816
      • 17.2 Filtering = 817
      • 17.3 Image Processing = 820
      • 17.4 Geometric Transformations of Images = 820
      • 17.5 Multipass Transformations = 828
      • 17.6 Image Compositing = 835
      • 17.7 Mechanisms for Image Storage = 843
      • 17.8 Special Effects with Images = 850
      • 17.9 Summary = 851
      • Exercises = 851
      • CHAPTER 18 ADVANCED RASTER GRAPHICS ARCHITECTURE = 855
      • 18.1 Simple Raster-Display System = 856
      • 18.2 Display-Processor Systems = 861
      • 18.3 Standard Graphics Pipeline = 866
      • 18.4 Introduction to Muliprocessing = 873
      • 18.5 Pipeline Front-End Architectures = 877
      • 18.6 Parallel Front-End Architectures = 880
      • 18.7 Multiprocessor Rasterization Architectures = 882
      • 18.8 Image-Parallel Rasterization = 887
      • 18.9 Object-Parallel Rasterization = 899
      • 18.10 Hybrid-Parallel Rasterization = 902
      • 18.11 Enhanced Display Capabilities = 907
      • 18.12 Summary = 920
      • Exercises = 920
      • CHAPTER 19 ADVANCED GEOMETRIC AND RASTER ALGORITHMS = 923
      • 19.1 Clipping = 924
      • 19.2 Scan-Converting Primitives = 945
      • 19.3 Antialiasing = 965
      • 19.4 The Special Problems of Text = 976
      • 19.5 Filling Algorithms = 979
      • 19.6 Making copyPixel Fast = 986
      • 19.7 The Shape Data Structure and Shape Algebra = 992
      • 19.8 Managing Windows With bitBlt = 996
      • 19.9 Page-Description Languages = 998
      • 19.10 Summary = 1006
      • Exercises = 1006
      • CHAPTER 20 ADVANCED MODELING TECHNIQUES = 1011
      • 20.1 Extensions of Previous Techniques = 1012
      • 20.2 Procedural Models = 1018
      • 20.3 Fractal Models = 1020
      • 20.4 Grammar-Based Models = 1027
      • 20.5 Particle Systems = 1031
      • 20.6 Volume Rendering = 1034
      • 20.7 Physically Based Modeling = 1039
      • 20.8 Special Models for Natural and Synthetic Objects = 1043
      • 20.9 Automating Object Placement = 1050
      • 20.10 Summary = 1054
      • Exercises = 1054
      • CHAPTER 21 ANIMATION = 1057
      • 21.1 Conventional and Computer-Assisted Animation = 1058
      • 21.2 Animation Languages = 1065
      • 21.3 Methods of Controlling Animation = 1070
      • 21.4 Basic Rules of Animation = 1077
      • 21.5 Problems Peculiar to Animation = 1078
      • 21.6 Summary = 1080
      • Exercisis = 1080
      • APPENDIX : MATHEMATICS FOR COMPUTER GRAPHICS = 1083
      • A.1 Vector Spaces and Affine Spaces = 1083
      • A.2 Some Standard Constructions in Vector Spaces = 1091
      • A.3 Dot Products and Ditances = 1094
      • A.4 Matrices = 1103
      • A.5 Linear and Affine Transformations = 1106
      • A.6 Eigenvalues and Eigenvectors = 1108
      • A.7 Newton-Raphson Iteration for Root Finding = 1109
      • Exercises = 1111
      • BIBLIOGRAPHY = 1113
      • INDEX = 1153
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