MARC details
| 000 -CABECERA |
| campo de control de longitud fija |
04196 a2200265 4500 |
| 008 - DATOS DE LONGITUD FIJA--INFORMACIÓN GENERAL |
| campo de control de longitud fija |
250318s########|||||||||||||||||||||||#d |
| 020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
| International Standard Book Number |
0-07-026753-7 |
| 040 ## - FUENTE DE CATALOGACIÓN |
| Centro catalogador/agencia de origen |
GAMADERO2 |
| Lengua de catalogación |
spa |
| Centro/agencia transcriptor |
GAMADERO2 |
| 100 ## - ENTRADA PRINCIPAL--NOMBRE DE PERSONA |
| Nombre de persona |
Steven harrington |
| 245 ## - MENCIÓN DEL TÍTULO |
| Título |
Computer graphics a programming approach / |
| 250 ## - MENCION DE EDICION |
| Mención de edición |
2EDA EDICION |
| 260 ## - PUBLICACIÓN, DISTRIBUCIÓN, ETC. |
| Nombre del editor, distribuidor, etc. |
McGraw-Hill |
| Lugar de publicación, distribución, etc. |
United States |
| Fecha de publicación, distribución, etc. |
1987 |
| 300 ## - DESCRIPCIÓN FÍSICA |
| Extensión |
466 |
| Otras características físicas |
Ilustraciones, tablas, graficos |
| Dimensiones |
21.5cm |
| 490 0# - MENCIÓN DE SERIE |
| Mención de serie |
SERIES |
| 504 ## - NOTA DE BIBLIOGRAFÍA, ETC. |
| Nota de bibliografía, etc. |
Editorial <br/>McGraw-Hill<br/>ISBN <br/>0-07-026753-7 |
| 505 ## - NOTA DE CONTENIDO CON FORMATO |
| Nota de contenido con formato |
Preface<br/><br/>1 Geometry and Line Generation<br/><br/>Introduction<br/><br/>Lines<br/><br/>Line Segments<br/><br/>Perpendicular Lines<br/><br/>Distance between a Point and a Line<br/><br/>Vectors<br/><br/>Pixels and Frame Buffers<br/><br/>Vector Generation<br/><br/>Bresenham's Algorithm<br/><br/>Antialiasing of Lines<br/><br/>Thick Line Segments<br/><br/>Character Generation<br/><br/>Displaying the Frame Buffer<br/><br/>Further Reading<br/><br/>Exercises<br/><br/>Programming Problems<br/><br/>2 Graphics Primitives<br/><br/>Introduction<br/><br/>Display Devices<br/><br/>Primitive Operations<br/><br/>The Display-File Interpreter<br/><br/>Normalized Device Coordinates<br/><br/>Display-File Structure<br/><br/>Display-File Algorithms<br/><br/>Display Control<br/><br/>Text<br/><br/>The Line-Style Primitive<br/>An Application<br/><br/>Further Reading<br/><br/>Exercises<br/><br/>Programming Problems<br/><br/>Polygons<br/><br/>3<br/><br/>Introduction<br/><br/>Polygons<br/><br/>Polygon Representation<br/><br/>Entering Polygons<br/><br/>An Inside Test<br/><br/>Polygon Interfacing Algorithms<br/><br/>Filling Polygons<br/><br/>Filling with a Pattern<br/><br/>Initialization<br/><br/>Antialiasing<br/><br/>An Application<br/><br/>Further Reading<br/><br/>Exercises<br/><br/>Programming Problems<br/><br/>4 Transformations<br/><br/>Introduction<br/><br/>Matrices<br/><br/>Scaling Transformations<br/><br/>Sin and Cos<br/><br/>Rotation<br/><br/>Homogeneous Coordinates and Translation<br/><br/>Coordinate Transformations<br/><br/>Rotation about an Arbitrary Point<br/><br/>Other Transformations<br/><br/>Inverse Transformations<br/><br/>Transformation Routines<br/><br/>Transformations and Patterns<br/><br/>Initialization<br/><br/>Display Procedures<br/><br/>An Application<br/><br/>Further Reading<br/><br/>Exercises<br/><br/>Programming Problems<br/><br/>5 Segments<br/><br/>Introduction<br/><br/>The Segment Table<br/><br/>Segment Creation<br/><br/>Closing a Segment<br/><br/>Deleting a Segment<br/> |
| 520 ## - RESUMEN, ETC. |
| Resumen, etc. |
Perhaps our age will be known as the Information Revolution or the Computer Revolu-tion, for we are witnessing a remarkable growth and development of computer technol-ogy and applications. The computer is an information processing machine, a tool for storing, manipulating, and correlating data. We are able to generate or collect and pro-cess information on a scope never before possible. This information can help us make decisions, understand our world, and control its operation. But as the volume of infor-mation increases, a problem arises. How can this information be efficiently and effec-tively transferred between machine and human? The machine can easily generate ta-bles of numbers hundreds of pages long. But such a printout may be worthless if the human reader does not have the time to understand it. Computer graphics strikes di-rectly at this problem. It is a study of techniques to improve communication between human and machine. A graph may replace that huge table of numbers and allow the reader to note the relevant patterns and characteristics at a glance. Giving the computer the ability to express its data in pictorial form can greatly increase its ability to provide information to the human user. This is a passive form of graphics, but communication can also be a two-way process. It may be convenient and appropriate to input graphical information to the computer. Thus there are both graphical input and graphical output devices. It is often desirable to have the input from the user alter the output presented by the machine. A dialogue can be established through the graphics medium. This is termed interactive computer graphics because the user interacts with the machine. Com-puter graphics allows communication through pictures, charts, and diagrams. It offers |
| 526 ## - NOTA DE INFORMACIÓN SOBRE EL PROGRAMA DE ESTUDIO |
| Program name |
Ingeniería en Tecnologías de la Información y Comunicación |
| 650 #0 - PUNTO DE ACCESO ADICIONAL DE MATERIA--TÉRMINO DE MATERIA |
| Término de materia o nombre geográfico como elemento de entrada |
Ingeniería en tecnologias de la información y comunicaciones |
| 9 (RLIN) |
585 |
| 942 ## - ELEMENTOS DE ENTRADA SECUNDARIOS (KOHA) |
| Tipo de ítem Koha |
Libro |
| Fuente del sistema de clasificación o colocación |
Clasificación Decimal Dewey |
| Edición |
2DA EDICION |
| 945 ## - CATALOGADORES |
| Número del Creador del Registro |
1 |
| Nombre del Creador del Registro |
admin |
| Número de último modificador del registro |
1261 |
| Nombre del último modificador del registro |
Jenny Viridiana Quiroz Linares |