TY - GEN AU - Steven harrington TI - Computer graphics a programming approach T2 - SERIES SN - 0-07-026753-7 PY - 1987/// CY - United States PB - McGraw-Hill KW - Ingeniería en tecnologias de la información y comunicaciones N1 - 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 ; Ingeniería en Tecnologías de la Información y Comunicación N2 - 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 ER -