
| 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). |
| Preface Chapter 1: Elementary Concepts 1.1 Lines, Coordinates and Pixels 1.2 The Boundaries of Filled Regions 1.3 Logical Coordinates 1.4 Anisotropic and Isotropic Mapping Modes 1.5 Defining a Polygon by Using the Mouse Exercises Chapter 2: Applied Geometry 2.1 Vectors 2.2 Inner Product 2.3 Determinants 2.4 Vector Product 2.5 The Orientation of Three Points 2.6 Polygons 2.7 The Area of a Polygon 2.8 Point-in-Triangle Test 2.9 Point-in-Polygon Test 2.10 Point-on-Line Test 2.11 Distance Between a Point and a Line 2.12 Projection of a Point on a Line 2.13 Triangulation of Polygons Exercises Chapter 3: Geometrical Transformations 3.1 Matrix Multiplication 3.2 Linear Transformations 3.3 Translations 3.4 Homogeneous Coordinates 3.5 Inverse Transformations and Matrix Inversion 3.6 Rotation About an Arbitrary Point 3.7 Changing the Coordinate System 3.8 Rotations About 3D Coordinate Axes 3.9 Rotation About an Arbitrary Axis Exercises Chapter 4: Some Classic Algorithms 4.1 Bresenham’s Algorithm for Line Drawing 4.2 Doubling the Line-Drawing Speed 4.3 Circles 4.4 Cohen–Sutherland Line Clipping 4.5 Sutherland–Hodgman Polygon Clipping 4.6 B´ezier Curves 4.7 B-Spline Curve Fitting Exercises Chapter 5: Perspective 5.1 Introduction 5.2 The Viewing Transformation 5.3 The Perspective Transformation 5.4 A Cube in Perspective 5.5 Some Useful Classes 5.6 A General Program for Wire-Frame Models Exercises Chapter 6: Hidden-Line Elimination 6.1 Line Segments and Triangles 6.2 Tests for Visibility 6.3 Specification and Representation of 3D Objects 6.4 Holes and Invisible Line Segments 6.5 Individual Faces and Line Segments 6.6 Automatic Generation of Object Specification 6.7 Hidden-Line Elimination with HP-GL Output 6.8 Implementation Exercises Chapter 7: Hidden-Face Elimination 7.1 Back-Face Culling 7.2 Coloring Individual Faces 7.3 Painter’s Algorithm 7.4 Z-Buffer Algorithm Exercises Chapter 8: Fractals 8.1 Introduction 8.2 Koch Curves 8.3 String Grammars 8.4 Mandelbrot and Julia Sets Exercises Appendix A Linear Interpolation of 1/z Appendix B A Note on Event Handling Appendix C File Obj3D.java Appendix D Class CvHLines.java Appendix E Some Applications Appendix F Hints and Solutions to Exercises Bibliography Index |
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