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    1. Data och IT
    2. Programmeringsböcker
    3. Webbprogrammering

    Computer Graphics for Java Programmers

    AvLeen Ammeraal,Kang Zhang

    Häftad, Engelska, 2007

    810 kr

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    Inbunden

    756 kr

    Häftad

    756 kr

    Beskrivning

    The book covers elementary concepts, from how to produce simple graphical objects using logical coordinates to producing filled regions. The book reinforces concepts with useful and simple examples, then progresses to applied geometry (vectors, polygons) and then onto how to perform rotations and other transformations of graphical objects. In a logical progression of ideas, the reader is introduced to some of the classic graphics algorithms and finally to chapters which cover particular effects such as perspective drawings and hidden-face and hidden-line elimination.The book also provides a host of ready-to-run programs and worked examples to illuminate general principles and geometric techniques for the creation of both 2D and 3D graphical objects.

    Produktinformation

    • Utgivningsdatum:2007-01-12
    • Mått:191 x 238 x 22 mm
    • Vikt:709 g
    • Format:Häftad
    • Språk:Engelska
    • Antal sidor:400
    • Upplaga:2
    • Förlag:John Wiley & Sons Inc
    • ISBN:9780470031605

    Utforska kategorier

    • Webbprogrammering inom Data och IT
    • Grafik och bildbehandling inom Data och IT

    Mer om författaren

    Leen Ammeraal is a retired lecturer of Hogeschool Utrecht, The Netherlands, where he was employed from 1977 to 1998. He has a degree (ir.) in mathematics at University of Technology Delft, The Netherlands. He worked as a programmer and mathematician at Akzo Research and Engineering, Arnhem, The Netherlands, from 1961 to 1972 and did research work on compilers from 1972 to 1977 at Mathematical Centre, Amsterdam. He wrote many books for Wiley (as well as for the Dutch publisher Academic Service). Some of his Wiley books have been translated into other languages (Japanese, Russian, Italian, French, German, Greek, Danish, Portuguese, Bulgarian). Kang Zhang is a Professor in Computer Science and Director of Visual Computing Lab at the University of Texas at Dallas. He received his B.Eng. in Computer Engineering from the University of Electronic Science and Technology, China, in 1982; and Ph.D. from the University of Brighton, UK, in 1990. He held academic positions in the UK and Australia, prior to joining UTD. Zhang's current research interests are in the areas of visual languages, graphical visualization, and Web engineering; and has published over 130 papers in these areas. He has taught computer graphics and related subjects at both graduate and undergraduate levels for many years. Zhang was also an editor of two books on software visualization.

    Innehållsförteckning

    • Preface ixCHAPTER 1 Elementary Concepts 11.1 Lines, Coordinates and Pixels 21.2 The Boundaries of Filled Regions 71.3 Logical Coordinates 81.4 Anisotropic and Isotropic Mapping Modes 141.5 Defining a Polygon by Using the Mouse 21Exercises 26CHAPTER 2 Applied Geometry 312.1 Vectors 322.2 Inner Product 342.3 Determinants 342.4 Vector Product 372.5 The Orientation of Three Points 382.6 Polygons 412.7 The Area of a Polygon 422.8 Point-in-Triangle Test 442.9 Point-in-Polygon Test 452.10 Point-on-Line Test 472.11 Distance Between a Point and a Line 502.12 Projection of a Point on a Line 512.13 Triangulation of Polygons 53Exercises 58CHAPTER 3 Geometrical Transformations 633.1 Matrix Multiplication 643.2 Linear Transformations 653.3 Translations 713.4 Homogeneous Coordinates 713.5 Inverse Transformations and Matrix Inversion 723.6 Rotation About an Arbitrary Point 743.7 Changing the Coordinate System 783.8 Rotations About 3D Coordinate Axes 793.9 Rotation About an Arbitrary Axis 80Exercises 88CHAPTER 4 Some Classic Algorithms 914.1 Bresenham’s Algorithm for Line Drawing 924.2 Doubling the Line-Drawing Speed 974.3 Circles 1024.4 Cohen–Sutherland Line Clipping 1074.5 Sutherland–Hodgman Polygon Clipping 1134.6 B'ezier Curves 1204.7 B-Spline Curve Fitting 130Exercises 135CHAPTER 5 Perspective 1395.1 Introduction 1405.2 The Viewing Transformation 1415.3 The Perspective Transformation 1465.4 A Cube in Perspective 1485.5 Some Useful Classes 1525.6 A General Program for Wire-Frame Models 168Exercises 174CHAPTER 6 Hidden-Line Elimination 1776.1 Line Segments and Triangles 1786.2 Tests for Visibility 1796.3 Specification and Representation of 3D Objects 1906.4 Holes and Invisible Line Segments 1926.5 Individual Faces and Line Segments 1946.6 Automatic Generation of Object Specification 1986.7 Hidden-Line Elimination with HP-GL Output 2076.8 Implementation 209Exercises 213CHAPTER 7 Hidden-Face Elimination 2197.1 Back-Face Culling 2207.2 Coloring Individual Faces 2257.3 Painter’s Algorithm 2267.4 Z-Buffer Algorithm 234Exercises 246CHAPTER 8 Fractals 2498.1 Introduction 2498.2 Koch Curves 2508.3 String Grammars 2538.4 Mandelbrot and Julia Sets 264Exercises 276APPENDIX A Linear Interpolation of 1/z 277APPENDIX B A Note on Event Handling 281APPENDIX C File Obj3D.java 287APPENDIX D Class CvHLines.java 293APPENDIX E Some Applications 301E.1 Platonic Solids 301E.2 Sphere Representations 312E.3 A Torus 319E.4 Beams in a Spiral 323E.5 Functions of Two Variables 326APPENDIX F Hints and Solutions to Exercises 339Bibliography 371Index 373