Computer graphics a programming approach /
Series: SERIESPublication details: McGraw-Hill United States 1987Edition: 2EDA EDICIONDescription: 466 Ilustraciones, tablas, graficos 21.5cmISBN:- 0-07-026753-7
| Item type | Current library | Call number | Copy number | Status | Date due | Barcode | |
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CI Gustavo A. Madero 2 | LCC | 1 | Available |
Editorial
McGraw-Hill
ISBN
0-07-026753-7
Preface
1 Geometry and Line Generation
Introduction
Lines
Line Segments
Perpendicular Lines
Distance between a Point and a Line
Vectors
Pixels and Frame Buffers
Vector Generation
Bresenham's Algorithm
Antialiasing of Lines
Thick Line Segments
Character Generation
Displaying the Frame Buffer
Further Reading
Exercises
Programming Problems
2 Graphics Primitives
Introduction
Display Devices
Primitive Operations
The Display-File Interpreter
Normalized Device Coordinates
Display-File Structure
Display-File Algorithms
Display Control
Text
The Line-Style Primitive
An Application
Further Reading
Exercises
Programming Problems
Polygons
3
Introduction
Polygons
Polygon Representation
Entering Polygons
An Inside Test
Polygon Interfacing Algorithms
Filling Polygons
Filling with a Pattern
Initialization
Antialiasing
An Application
Further Reading
Exercises
Programming Problems
4 Transformations
Introduction
Matrices
Scaling Transformations
Sin and Cos
Rotation
Homogeneous Coordinates and Translation
Coordinate Transformations
Rotation about an Arbitrary Point
Other Transformations
Inverse Transformations
Transformation Routines
Transformations and Patterns
Initialization
Display Procedures
An Application
Further Reading
Exercises
Programming Problems
5 Segments
Introduction
The Segment Table
Segment Creation
Closing a Segment
Deleting a Segment
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
Ingeniería en Tecnologías de la Información y Comunicación
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