Introduction to Computer Graphics by John F. Hughes, Richard L. Phillips, Steven K. Feiner, Andries Van Dam and James D. Foley (1993, Hardcover)

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About this product

Product Identifiers

PublisherAddison Wesley Professional
ISBN-100201609215
ISBN-139780201609219
eBay Product ID (ePID)110104

Product Key Features

Number of Pages632 Pages
Publication NameIntroduction to Computer Graphics
LanguageEnglish
SubjectComputer Graphics
Publication Year1993
FeaturesRevised
TypeTextbook
AuthorJohn F. Hughes, Richard L. Phillips, Steven K. Feiner, Andries Van Dam, James D. Foley
Subject AreaComputers
FormatHardcover

Dimensions

Item Height1.1 in
Item Weight40 Oz
Item Length9.5 in
Item Width7.7 in

Additional Product Features

Intended AudienceScholarly & Professional
LCCN93-016677
IllustratedYes
Table Of Content(All chapters, except Chapters 5 and 6 contain a Summary, and all chapters conclude with Exercises.) 1. Introducing: Computer Graphics. A Few Uses of Computer Graphics. A Brief History of Computer Graphics. Output Technology. Input Technology. Software Portability. The Advantages of Interactive Graphics. Conceptual Framework for Interactive Graphics. Application Modeling. Display of the Model. Interaction Handling. 2. Programming in the Simple Raster Graphics Package (SRGP). Drawing with SRGP. Specification of Graphics Primitives. Attributes. Filled Primitives and Their Attributes. Saving and Restoring Attributes. Text. Basic Interaction Handling. Human Factors. Logical Input Devices. Sampling Versus Event-Driven Processing. Sample Mode. Event Mode. Pick Correlation for Interaction Handling. Setting Device Measure and Attributes. Raster Graphics Features. Canvases. Clipping Rectangles. The SRGP_copyPixel Operation. Write Mode or RasterOp. Limitation of SRGP. Application Coordinate Systems. Storage of Primitives for Respecification. 3. Basic Raster Graphics Algorithms for Drawing 2D Primitives. Overview. Implications of Display-System Architectures. The Output Pipeline in Software. Scan Converting Lines. The Basic Incremental Algorithm. Midpoint Line Algorithm. Additional Issues. Scan Converting Circles. Eight-Way Symmetry. Midpoint Circle Algorithm. Filling Rectangles. Filling Polygons. Horizontal Edges. Slivers. Edge Coherence and the Scan-Line Algorithm. Pattern Filling Using Scan Conversion. Pattern Filling Without Repeated Scan Conversion. Thick Primitives. Replicating Pixels. The Moving Pen. Clipping in a Raster World. Clipping Lines. Clipping Endpoints. Clipping Lines by Solving Simultaneous Equations. The Cohen-Sutherland Line-Clipping Algorithm. A Parametric Line-Clipping Algorithm. Clipping Circles. Clipping Circles. The Sutherland-Hodgman Polygon-Clipping Algorithm. Generating Characters. Defining and Clipping Characters. Implementing a Text Output Primitive. SRGP_copyPixel. Antialiasing. Increasing Resolution. Unweighted Area Sampling. Weighted Area Sampling. Advanced Topics. 4. Graphics Hardware. Hardcopy Technologies. Display Technologies. Raster-scan Display Systems. Simple Raster Display System. Raster Display System with Peripheral Display Processor. Additional Display-Processor Functionality. Raster Display System with Integrated Display Processor. The Video Controller. Bitmap Transformations and Windowing. Video Mixing. Input Devices for Operator Interaction. Locator Devices. Keyboard Devices. Valuator Devices. Choice Devices. Image Scanners. 5. Geometrical Transformations. Mathematical Preliminaries. Vector Spaces. The Dot Product in R. Properties of the Dot Product. Orthonormal Bases. Matrices. Matrix Multiplication. Determinants. Matrix Transpose. Matrix Inverse. Exploring Further. 2D Transformation. 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. The Synthetic Camera and Steps. Projections. Perspective Projections. Parallel Projections. Specifying an Arbitrary 3D View. Examples of 3D Viewing. Perspecti
Edition DescriptionRevised edition
SynopsisThe revised edition of this introductory text on computer graphics has been reduced in length by half. Its presentation of key concepts is geared to students and provides worked examples in C., This adaptation of the definitive book in the field ( Computer Graphics, Second Edition by Foley, et al.,) provides a more concise, less expensive introduction to computer graphics. While retaining the currency and accuracy of the larger work, coverage has been trimmed to the essential topics. Explanations of key concepts have been expanded and further illustrated, assuming less background on the part of the reader. This brief version uses C as the programming language for all worked examples. An Introduction to Computer Graphics does not replace the highly regarded Second Edition of Foley, et al., but simply offers professionals the option of a briefer, less expensive version.

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