Computer Graphics: Principles and PracticeThe long-awaited second edition of this book has been completely rewritten to provide the most comprehensive authoritative and up-to-date coverage of the field---making it the standard computer graphics reference work for the 1990s. The authors provide a unique combination of current concepts and practical applications. The important algorithms in 2D and 3D graphics are detailed for easy implementation. |
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Common terms and phrases
algorithm application program axis b-reps B-splines bitmap bits BSP tree button calculations Chapter clip rectangle Color Plate command control points coordinate system create cursor curve segment database defined determine device discussed in Section edge endpoints example filter frame buffer function geometric Gouraud shading graphics package hardware hierarchy implemented input integer intensity interaction interpolated intersection light source matrix memory menu mode multiple node normal object octree operations output P₁ parallel parameters patch performed perspective projection PHIGS pipeline pixel pixmap plane polygon polyline position primitives procedure quadtree radiosity raster graphics ray tracing reflection region rendering representation rotation sampling scan convert scan line screen selected sequence shading shadow shown in Fig shows specified specular SPHIGS SRGP structure surface surface normal techniques texture mapping transformation traversal typically user interface values vector vertex vertices view volume viewport visible visible-surface window system z-buffer