StartGroepenDiscussieMeerTijdgeest
Doorzoek de site
Onze site gebruikt cookies om diensten te leveren, prestaties te verbeteren, voor analyse en (indien je niet ingelogd bent) voor advertenties. Door LibraryThing te gebruiken erken je dat je onze Servicevoorwaarden en Privacybeleid gelezen en begrepen hebt. Je gebruik van de site en diensten is onderhevig aan dit beleid en deze voorwaarden.

Resultaten uit Google Boeken

Klik op een omslag om naar Google Boeken te gaan.

Bezig met laden...

Principles of Interactive Computer Graphics

door William M. Newman

Andere auteurs: Zie de sectie andere auteurs.

Reeksen: McGraw-Hill Computer Science Series

LedenBesprekingenPopulariteitGemiddelde beoordelingDiscussies
1291211,480 (4)Geen
Covers Many Facets of Computer Graphics & Software Design, Including: Interactive Graphics, Point Plotting & Line Drawing
Geen
Bezig met laden...

Meld je aan bij LibraryThing om erachter te komen of je dit boek goed zult vinden.

Op dit moment geen Discussie gesprekken over dit boek.

Indeholder "Preface", "Part one: Basic concepts", " Chapter 1. Introduction", " 1.1 The Origins of Computer Graphics", " 1.2 How the Interactive-Graphics Display Works", " 1.3 Some Common Questions", " 1.4 New Display Devices", " 1.5 General-Purpose Graphics Software", " 1.6 The User Interface", " 1.7 The Display of Solid Objects", " Chapter 2. Pointplotting techniques", " 2.1 Coordinate Systems", " 2.2 Incremental Methods", " 2.3 Line-drawing Algorithms", " 2.4 Circle Generators", " Chapter 3. Linedrawing displays", " 3.1 Display Devices and Controllers", " 3.2 Display Devices", " 3.3 The CRT", " 3.4 Inherent-Memory Devices", " 3.5 The Storage-Tube Display", " 3.6 The Refresh Line-Drawing Display", " Chapter 4. Two-dimensional Transformations", " 4.1 Transformation Principles", " 4.2 Concatenation", " 4.3 Matrix Representations", " Chapter 5. Clipping and Windowing", " 5.1 A Line Clipping Algorithm", " 5.2 Midpoint Subversion", " 5.3 Clipping Other Graphic Entities", " 5.4 Polygon Clipping", " 5.5 Viewing Transformations", " 5.6 The Windowing Transformation", "Part two: Graphics Packages", " Chapter 6. A Simple Graphics Package", " 6.1 Ground Rules for Graphics Software Design", " 6.2 Functional Domains", " 6.3 Graphic Primitives", " 6.4 Windowing Functions", " 6.5 Miscellaneous Functions", " 6.6 Example: a Graph-Plotting Program", " 6.7 Implementation of the Functions", " 6.8 The Transformation Processor", " 6.9 The Display-Code Generator", " Chapter 7. Segmented Display Files", " 7.1 Segments", " 7.2 Functions for Segmenting the Display File", " 7.3 Posting and Unposting a Segment", " 7.4 Segment Naming Schemes", " 7.5 Default Error Conditions", " 7.6 Appending to Segments", " Chapter 8. Display File Compilation", " 8.1 Refresh Concurrent with Reconstruction", " 8.2 Free Storage Allocation", " 8.3 Display-File Structure", " 8.4 Display Files for Storage-Tube Terminals", " Chapter 9. Geometric Models", " 9.1 A Simple Modeling Example", " 9.2 Geometric Modeling", " 9.3 Symbols and Instances", " 9.4 Implementation of Instance Transformations", " Chapter 10. Picture Structure", " 10.1 Defining Symbols By Procedures", " 10.2 Display Procedures", " 10.3 Boxing", " 10.4 Advantages and Limitations of Display Procedures", " 10.5 Structured Display Files", "Part three: Interactive Graphics", " Chapter 11. Graphical Input Devices", " 11.1 Pointing and Positioning Devices", " 11.2 The Mouse", " 11.3 Tablets", " 11.4 The Light Pen", " 11.5 Three-Dimensional Input Devices", " 11.6 Comparators", " Chapter 12. Graphical Input Techniques", " 12.1 Introduction", " 12.2 Positioning Techniques", " 12.3 Pointing and Selection", " 12.4 Inking and Painting", " 12.5 On-Line Character Recognition", " 12.6 Conclusion", " Chapter 13. Event Handling", " 13.1 Introduction", " 13.2 Polling", " 13.3 Interrupts", " 13.4 The Event Queue", " 13.5 Functions for Handling Events", " 13.6 Polling Task Design", " 13.7 Light-Pen Interrupts", " Chapter 14. Input Functions", " 14.1 Dragging and Fixing", " 14.2 Hit Detection", " 14.3 On-Line Character Recognizers", " 14.4 Conclusion", "Part four: Raster Graphics", " Chapter 15. Raster Graphics Fundamentals", " 15.1 Introduction", " 15.2 Generating a Raster Image: The Frame Buffer Display", " 15.3 Representing a Raster Image", " 15.4 Scan Converting Line Drawings", " 15.5 Displaying Characters", " 15.6 Speed of Scan Conversion", " 15.7 Natural Images", " Chapter 16. Solid-Area Scan Conversion", " 16.1 Geometric Representations of Areas", " 16.2 Scan-Converting Polygons", " 16.3 Priority", " 16.4 The Y-X Algorithm", " 16.5 Properties of Scan Conversion Algorithms", " Chapter 17. Interactive Raster Graphics", " 17.1 Updating the Display", " 17.2 The Painting Model", " 17.3 Moving Parts of an Image", " 17.4 Feedback Images", " Chapter 18. Raster-Graphics Systems", " 18.1 Representations", " 18.2 Raster Manipulation Functions", " 18.3 Systems Using Raster Representations", " 18.4 Systems Using Geometric Representations", " 18.5 Conclusion", " Chapter 19. Raster Display Hardware", " 19.1 Raster Display Devices", " 19.2 Frame Buffers", " 19.3 The Random-Access Frame Buffer", " 19.4 Real-Tim Scan Conversion", " 19.5 Other Encoding Schemes", "Part five: Three-dimensional Graphics", " Chapter 20. Realism in Three-dimensional Graphics", " 20.1 Techniques for Achieving Realism", " 20.2 Modeling Three-Dimensional Scenes", " 20.3 Modeling and Realism", " Chapter 21. Curves and Surfaces", " 21.1 Shape Description Requirements", " 21.2 Parametric Functions", " 21.3 Bezier Methods", " 21.4 B-Spline Methods", " 21.5 Displaying Curves and Surfaces", " 21.6 Conclusion", " Chapter 22. Three-dimensional Transformations and Perspective", " 22.1 Transformations", " 22.2 Transformations in Modeling", " 22.3 Transformations in Viewing", " 22.4 The Perspective Transformation", " 22.5 Three-dimensional Clipping", " 22.6 Three-dimensional Graphics Packages", " 22.7 Examples", " Chapter 23. Perspective Depth", " 23.1 The Screen Coordinate System", " 23.2 Properties of the Screen Coordinate System", " 23.3 Homogeneous Coordinate Representations of Projective Transformations", " 23.4 Summary", " Chapter 24. Hidden-surface Elimination", " 24.1 Two Approaches", " 24.2 The Depth-Buffer Algorithm", " 24.3 Geometric Computations", " 24.4 Scan-Line Coherence Algorithms", " 24.5 Area-Coherence Algorithms", " 24.6 Priority Algorithms", " 24.7 Choosing an Algorithm", " 24.8 Sorting and Coherence", " Chapter 25. Shading", " 25.1 A Shading Model", " 25.2 Applying the Shading Model", " 25.3 Special Effects", " 25.4 Conclusion", "Part Six: Graphics Systems", " Chapter 26. Display processors", " 26.1 The Simple Refresh Line-Drawing Display", " 26.2 Random-Scan Storage-Tube Displays", " 26.3 High-Performance Displays", " 26.4 The Unbuffered High-Performance Display", " 26.5 The Buffered High-Performance Display", " Chapter 27. Device-independent graphics systems", " 27.1 Device Independence", " 27.2 The Programmer's Model of the Output Process", " 27.3 A Transformed Display File Model", " 27.4 Graphics System Design", " 27.5 Function Set Design", " 27.6 Conclusion", " Chapter 28. User Interface Design", " 28.1 Componens of the User Interface", " 28.2 The User's Model", " 28.3 The Command Language", " 28.4 Styles of Command Language", " 28.5 Information Display", " 28.6 Feedback", " 28.7 Examples", " 28.8 Conclusion", "Appendices", " Appendix 1. Vectors and matrices", " Appendix 2. Homogeneous coordinate techniques", "Bibliography", "Index".

Der er lidt kuk i indholdsfortegnelse og indhold. Fx mangler 27-3 begge steder, men skulle nok være '27.3 A Transformed Display File Model'. 26.2 hedder 27.2 begge steder. ( )
  bnielsen | Dec 24, 2015 |
geen besprekingen | voeg een bespreking toe

» Andere auteurs toevoegen (2 mogelijk)

AuteursnaamRolType auteurWerk?Status
William M. Newmanprimaire auteuralle editiesberekend
Sproull, Robert F.Secundaire auteursommige editiesbevestigd

Onderdeel van de reeks(en)

Je moet ingelogd zijn om Algemene Kennis te mogen bewerken.
Voor meer hulp zie de helppagina Algemene Kennis .
Gangbare titel
Informatie afkomstig uit de Engelse Algemene Kennis. Bewerk om naar jouw taal over te brengen.
Oorspronkelijke titel
Alternatieve titels
Oorspronkelijk jaar van uitgave
Mensen/Personages
Belangrijke plaatsen
Belangrijke gebeurtenissen
Verwante films
Motto
Opdracht
Eerste woorden
Citaten
Laatste woorden
Ontwarringsbericht
Uitgevers redacteuren
Auteur van flaptekst/aanprijzing
Oorspronkelijke taal
Gangbare DDC/MDS
Canonieke LCC

Verwijzingen naar dit werk in externe bronnen.

Wikipedia in het Engels (1)

Covers Many Facets of Computer Graphics & Software Design, Including: Interactive Graphics, Point Plotting & Line Drawing

Geen bibliotheekbeschrijvingen gevonden.

Boekbeschrijving
Haiku samenvatting

Actuele discussies

Geen

Populaire omslagen

Snelkoppelingen

Waardering

Gemiddelde: (4)
0.5
1
1.5
2
2.5
3 1
3.5
4 4
4.5
5 1

Ben jij dit?

Word een LibraryThing Auteur.

 

Over | Contact | LibraryThing.com | Privacy/Voorwaarden | Help/Veelgestelde vragen | Blog | Winkel | APIs | TinyCat | Nagelaten Bibliotheken | Vroege Recensenten | Algemene kennis | 204,490,525 boeken! | Bovenbalk: Altijd zichtbaar