000 04196 a2200265 4500
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020 _a0-07-026753-7
040 _aGAMADERO2
_bspa
_cGAMADERO2
100 _aSteven harrington
245 _aComputer graphics a programming approach /
250 _a2EDA EDICION
260 _bMcGraw-Hill
_aUnited States
_c1987
300 _a466
_bIlustraciones, tablas, graficos
_c21.5cm
490 0 _aSERIES
504 _aEditorial McGraw-Hill ISBN 0-07-026753-7
505 _aPreface 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
520 _aPerhaps 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 _aIngeniería en Tecnologías de la Información y Comunicación
650 0 _aIngeniería en tecnologias de la información y comunicaciones
_9585
942 _cLIB
_2ddc
_e2DA EDICION
945 _a1
_badmin
_c1261
_dJenny Viridiana Quiroz Linares
999 _c2050
_d2050