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Computer Graphics: Principles and Practice

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TLDR
This chapter discusses the development of Hardware and Software for Computer Graphics, and the design methodology of User-Computer Dialogues, which led to the creation of the Simple Raster Graphics Package.
Abstract
1 Introduction Image Processing as Picture Analysis The Advantages of Interactive Graphics Representative Uses of Computer Graphics Classification of Applications Development of Hardware and Software for Computer Graphics Conceptual Framework for Interactive Graphics 2 Programming in the Simple Raster Graphics Package (SRGP)/ Drawing with SRGP/ Basic Interaction Handling/ Raster Graphics Features/ Limitations of SRGP/ 3 Basic Raster Graphics Algorithms for Drawing 2d Primitives Overview Scan Converting Lines Scan Converting Circles Scan Convertiing Ellipses Filling Rectangles Fillign Polygons Filling Ellipse Arcs Pattern Filling Thick Primiives Line Style and Pen Style Clipping in a Raster World Clipping Lines Clipping Circles and Ellipses Clipping Polygons Generating Characters SRGP_copyPixel Antialiasing 4 Graphics Hardware Hardcopy Technologies Display Technologies Raster-Scan Display Systems The Video Controller Random-Scan Display Processor Input Devices for Operator Interaction Image Scanners 5 Geometrical Transformations 2D Transformations Homogeneous Coordinates and Matrix Representation of 2D Transformations Composition of 2D Transformations The Window-to-Viewport Transformation Efficiency Matrix Representation of 3D Transformations Composition of 3D Transformations Transformations as a Change in Coordinate System 6 Viewing in 3D Projections Specifying an Arbitrary 3D View Examples of 3D Viewing The Mathematics of Planar Geometric Projections Implementing Planar Geometric Projections Coordinate Systems 7 Object Hierarchy and Simple PHIGS (SPHIGS) Geometric Modeling Characteristics of Retained-Mode Graphics Packages Defining and Displaying Structures Modeling Transformations Hierarchical Structure Networks Matrix Composition in Display Traversal Appearance-Attribute Handling in Hierarchy Screen Updating and Rendering Modes Structure Network Editing for Dynamic Effects Interaction Additional Output Features Implementation Issues Optimizing Display of Hierarchical Models Limitations of Hierarchical Modeling in PHIGS Alternative Forms of Hierarchical Modeling 8 Input Devices, Interaction Techniques, and Interaction Tasks Interaction Hardware Basic Interaction Tasks Composite Interaction Tasks 9 Dialogue Design The Form and Content of User-Computer Dialogues User-Interfaces Styles Important Design Considerations Modes and Syntax Visual Design The Design Methodology 10 User Interface Software Basic Interaction-Handling Models Windows-Management Systems Output Handling in Window Systems Input Handling in Window Systems Interaction-Technique Toolkits User-Interface Management Systems 11 Representing Curves and Surfaces Polygon Meshes Parametric Cubic Curves Parametric Bicubic Surfaces Quadric Surfaces 12 Solid Modeling Representing Solids Regularized Boolean Set Operations Primitive Instancing Sweep Representations Boundary Representations Spatial-Partitioning Representations Constructive Solid Geometry Comparison of Representations User Interfaces for Solid Modeling 13 Achromatic and Colored Light Achromatic Light Chromatic Color Color Models for Raster Graphics Reproducing Color Using Color in Computer Graphics 14 The Quest for Visual Realism Why Realism? Fundamental Difficulties Rendering Techniques for Line Drawings Rendering Techniques for Shaded Images Improved Object Models Dynamics Stereopsis Improved Displays Interacting with Our Other Senses Aliasing and Antialiasing 15 Visible-Surface Determination Functions of Two Variables Techniques for Efficient Visible-Surface Determination Algorithms for Visible-Line Determination The z-Buffer Algorithm List-Priority Algorithms Scan-Line Algorithms Area-Subdivision Algorithms Algorithms for Octrees Algorithms for Curved Surfaces Visible-Surface Ray Tracing 16 Illumination And Shading Illumination Modeling Shading Models for Polygons Surface Detail Shadows Transparency Interobject Reflections Physically Based Illumination Models Extended Light Sources Spectral Sampling Improving the Camera Model Global Illumination Algorithms Recursive Ray Tracing Radiosity Methods The Rendering Pipeline 17 Image Manipulation and Storage What Is an Image? Filtering Image Processing Geometric Transformations of Images Multipass Transformations Image Compositing Mechanisms for Image Storage Special Effects with Images Summary 18 Advanced Raster Graphic Architecture Simple Raster-Display System Display-Processor Systems Standard Graphics Pipeline Introduction to Multiprocessing Pipeline Front-End Architecture Parallel Front-End Architectures Multiprocessor Rasterization Architectures Image-Parallel Rasterization Object-Parallel Rasterization Hybrid-Parallel Rasterization Enhanced Display Capabilities 19 Advanced Geometric and Raster Algorithms Clipping Scan-Converting Primitives Antialiasing The Special Problems of Text Filling Algorithms Making copyPixel Fast The Shape Data Structure and Shape Algebra Managing Windows with bitBlt Page Description Languages 20 Advanced Modeling Techniques Extensions of Previous Techniques Procedural Models Fractal Models Grammar-Based Models Particle Systems Volume Rendering Physically Based Modeling Special Models for Natural and Synthetic Objects Automating Object Placement 21 Animation Conventional and Computer-Assisted Animation Animation Languages Methods of Controlling Animation Basic Rules of Animation Problems Peculiar to Animation Appendix: Mathematics for Computer Graphics Vector Spaces and Affine Spaces Some Standard Constructions in Vector Spaces Dot Products and Distances Matrices Linear and Affine Transformations Eigenvalues and Eigenvectors Newton-Raphson Iteration for Root Finding Bibliography Index 0201848406T04062001

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