Computer graphics algorithms and implementations

副标题:无

作   者:D. P. Mukherjee,Debasish Jana著

分类号:

ISBN:9787302274872

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简介

本书是在多年的教学经验基础上,从方便读者接受和理解的角度来编写的。

目录


Preface
1  INTRODUCTION TO WINDOWS PROGRAMMING
  1.1  PROLOGUE  1
  1.2  WINDOWS OPERATING SYSTEM--THE UNIVERSAL GRAPHICAL USER INTERFACE
  1.3  WINDOWS OS--INTERNALS  3
  1.4  WINDOWS PROGRAMMING  5
    1.4.1 Data Type Notation  5
    1.4.2 Predefined Constants  6
    1.4.3  Windows Programming Architecture  6
    1.4.4 Creating Project in Visual Studio  7
    1.4.5  Other IDE and Compiler Options  8
    1.4.6 Message-driven Programming  9
  1.5  FIRST WINDOWS PROGRAM  10
    1.5.1  Implementation  10
    1.5.2 Program Description  12
  1.6  TYPING CHARACTERS IN WINDOW  19
    1.6.1  Implementation  19
    1.6.2  Program Description  21
  1.7  My FIRST MENU  26
    1.7.1 Implementation  26
    1.7.2 Program Description  29
  1.8  SUMMARY  32
  1.9  REVIEW QUESTIONS AND EXERCISES  32
2  TWO-DIMENSIONAL GEOMETRIC TRANSFORMATIONS
  2.1  PROLOGUE  33
  2.2  TRANSLATION  34
    2.2.1  Implementation  35
    2.2.2 Program Description  45
  2.3  REFLECTION  57
    2.3.1  Implementation  58
    2.3.2 Program Description  61
  2.4  ROTATION  66
    2.4.1  Implementation  67
    2.4.2 Program Description  71
  2.5  SCALING  76
    2.5.1  Implementation  76
    2.5.2 Program Description  81
  2.6  ZOOMING  85
    2.6.1 Implementation  87
    2.6.2 Program Description  91
  2.7  RUBBER BANDING  97
    2.7.1 Implementation  97
    2.7.2 Program Description  106
  2.8  SUMMARY  113
  2.9  REVIEW QUESTIONS AND EXERCISES  113
3  LINE DRAWING ALGORITHMS
  3.1  PROLOGUE  114
  3.2  ScAN CONVERSION ALGORITHM: A SIMPLE LINE DRAWING ALGORITHM
  3.3  BRESENHAM'S SCAN CONVERSION ALGORITHM  116
    3.3.1 Implementation  119
    3.3.2 Program Description  131
  3.4  BAR CHART  146
    3.4.1  Implementation  148
    3.4.2 Program Description  156
  3.5  SUMMARY  166
  3.6  REVIEW QUESTIONS AND EXERCISES  166
4  CIRCLE DRAWING ALGORITHMS
  4.1  PROLOGUE  167
  4.2  BRESENHAM'S CIRCLE DRAWING ALGORITHM  168
    4.2.1  Implementation  171
    4.2.2 Program Description  178
  4.3  BRESENHAM'S ELLIPSE DRAWING ALGORITHM  184
    4.3.1  Implementation  187
    4.3.2 Program Description  194
  4.4  ARC  198
    4.4.1  Implementation  200
    4.4.2 Program Description  206
  4.5  PIE CHART  209
    4.5.1 Implementation  210
    4.5.2 Program Description  218
  4.6  PROJECTED PiE IMPLEMENTATION  225
    4.6.1  Program Description  234
  4.7  SUMMARY  236
  4.8  REVIEW QUESTIONS AND EXERCISES  237
5  DRAWING CURVES
  5.1  PROLOGUE  238
  5.2  B-SPLINE CURVE  239
    5.2.1  Implementation  240
    5.2.2 Program Description  247
  5.3  BEZIER CURVE  252
    5.3.1  Implementation  253
    5.3.2 Program Description  264
  5.4  SUMMARY  272
  5.5  REVIEW QUESTIONS AND EXERCISES  272
6  FILLING ALGORITHMS
  6.1  PROLOGUE  273
  6.2  SEED FILL ALGORITHM  274
    6.2.1 Implementation  284
    6.2.2 Program Description  296
  6.3  SCAN LINE POLYGON FILL ALGORITHM  307
    6.3.1  Implementation  311
    6.3.2 Program Description  321
  6.4  SUMMARY  343
  6.5  REVIEW QUESTIONS AND EXERCISES  343
7  CLIPPING ALGORITHMS
  7.1  PROLOGUE  344
  7.2  VIEWPORT CLIPPING  344
    7.2.1  Implementation  346
    7.2.2 Program Description  360
  7.3  MIDPOINT SUBDIVISION LINE CLIPPING  380
    7.3.1  Implementation  381
    7.3.2 Program Description  384
  7.4  SUTHERLAND-COHEN LINE CLIPPING  392
    7.4.1  Implementation  394
    7.4.2 Program Description  397
  7.5  SUMMARY  405
  7.6  REVIEW QUESTIONS AND EXERCISES  405
8  THREE-DIMENSIONAL GRAPHICS
  8.1  PROLOGUE  406
  8.2  3D COORDINATE SYSTEM  406
  8.3  DIPLAYING 3D OBJECTS  409
  8.4  3D TRANSFORMATIONS  410
    8.4.1  3D Translation  410
    8.4.2 3D Rotation  410
    8.4.3 3D Scaling  411
  8.5  3D OBJECT TO 2D IMAGE PROJECTION  411
    8.5.1  World Coordinate to 3D Viewpoint-based Coordinate
    Transformation  412
    8.5.2  Viewpoint-based Coordinate System to 2D Image Transformation  415
  8.6  DISPLAYING CUBE IN 2D SCREEN  416
    8.6.1  Implementation  416
    8.6.2 Program Description  429
  8.7  DISPLAYING SPHERE IN 2D SCREEN  443
    8.7.1  Implementation  443
    8.7.2 Program Description  446
  8.8  VIEWING TRANSFORMATIONS  448
  8.9  IMPLEMENTATION OF OTHER GEOMETRIC SHAPES  451
    8.9.1 Implementation  451
    8.9.2 Program Description  478
  8.10 SUMMARY  504
  8.11 REVIEW QUESTIONS AND EXERCISES  505
9 HIDDEN SURFACE REMOVAL
  9.1  PROLOGUE  506
  9.2  Z-BUFFER  507
  9.3  Z-BUFFER ALGORITHM FOR CUBE  508
    9.3.1 Implementation  508
    9.3.2 Program Description  516
  9.4  Z-BUFFER ALGORITHM FOR SPHERE  526
    9.4.1  Implementation  526
    9.4.2 Program Description  528
  9.5  RAY TRACING  529
  9.6  RAY TRACING ALGORITHM FOR CUBE  533
    9.6.1  Implementation  533
    9.6.2 Program. Description  538
  9.7  RAY TRACING ALGORITHM FOR SPHERE  543
    9.7.1  Implementation  543
    9.7.2 Program Description  546
  9.8  SUMMARY  547
  9.9  REVIEW QUESTIONS AND EXERCISES  547
10  ILLUMINATION AND SHADING
  10.1  PROLOGUE  549
  10.2  ILLUMINATION  550
  10.3  MODELLING A SHINY SURFACE  552
    10.3.1 Phong Illumination Model  552
  10.4  PHONG ILLUMINATION FOR CUBE  555
    10.4.1  Implementation  555
    10.4.2  Program Description  562
  10.5  PHONG ILLUMINATION FOR SPHERE  571
    10.5.1  Implementation  571
    10.5.2  Program Description  573
  10.6  SUMMARY  574
  10.7  REVIEW QUESTIONS AND EXERCISES  575
SUGGESTED FURTHER READING
INDEX

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