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| CHAPTER 1 INTRODUCTION
1.1 A Mini-survey 1.2 What's Ahead CHAPTER 2 IMAGE REPRESENTATION 2.1 The RGB Color Model 2.2 Direct Coding 2.3 Lookup Table 2.4 Display Monitor 2.5 Printer 2.6 Image Files 2.7 Settign the Color Attribute of Pixels 2.8 Example:Visualizing the Mandelbrot Set CHAPTER 3 SCAN CONVERSION 3.1 Scan-Converting a Point 3.2 Scan-Converting a Line 3.3 Scan-Converting a Circle 3.4 Scan-Converting an Ellipse 3.5 Scan-Converting Arcs and Sectors 3.6 Scan-Converting a Rectangle 3.7 Region Filling 3.8 Scan-Converting a Character 3.9 Anti-Aliasing 3.10 Example:Recursively Defined Drawings CHAPTER 4 TWO-DIMENSIONAL TRANSFORMATIONS 4.1 Geometric Transformations 4.2 Coordinate Transformations 4.3 Composite Transformations 4.4 Instance Transformations CHAPTER 5 TWO-DIMENSIONAL VIEWING AND CLIPPING 5.1 Window-to-Viewport Mapping 5.2 Point Clipping 5.3 Line Clipping 5.4 Polygon Clipping 5.5 Example:A 2D Graphics Pipeline CHAPTER 6 THREE-DIMENSIONAL TRANSFORMATIONS 6.1 Geometric Transformations 6.2 Coordinate Transformations 6.3 Composite Transformations 6.4 Instance Transformations CHAPTER 7 MATHEMATICS OF PROJECTION 7.1 Taxonomy of Projection 7.2 Perspective Projection 7.3 Parallel Projection CHAPTER 8 THREE-DIMENSIONAL VIEWING AND CLIPPING 8.1 Three-Dimensional Viewing 8.2 Clipping 8.3 Viewing Transformation 8.4 Example:A 3D Graphics Pipeline CHAPTER 9 GEOMETRIC REPRESENTATIONS 9.1 Simple Geometric Forms 9.2 Wireframe Models 9.3 Curved Surfaces 9.4 Curve Design 9.5 Polynomial Basis Functions 9.6 The Problem of Interpolation 9.7 The Problem of Approximation 9.8 Curved-Surface Design 9.9 Transforming Curves and Surfaces 9.10 Quadric Surfaces 9.11 Example:Terrain Generation CHAPTER 10 HIDDEN SURFACES 10.1 Depth Comparisons 10.2 Z-Buffer Algorithm 10.3 Back-Face Removal 10.4 The Painter's Algorithm 10.5 Scan-Line Algorithm 10.6 Subdivision Algorithm 10.7 Hidden-Line Elimination 10.8 The Rendering of Mathematical Surfaces CHAPTER 11 COLOR AND SHADING MODELS 11.1 Light and Color 11.2 The Phong Model 11.3 Interpolative Shading Methods 11.4 Texture CHAPTER 12 RAY TRACING 12.1 The Pinhole Camera 12.2 A Recursive Ray-Tracer 12.3 Parametric Vector Representation of a Ray 12.4 Ray-Surface Intersection 12.5 Execution Effciency 12.6 Anti-Aliasing 12.7 Additional Visual Effects Appendix 1 MATHEMATICS FOR TWO-DIMENSIONAL COMPUTER GRAPHICS A1.1 The Two-Dimensional Cartesian Coordinate System A1.2 The Polar Coordinate System A1.3 Vectors A1.4 Matrices A1.5 Functions and Transformations Appendix 2 MATHEMATICS FOR THREE-DIMENSIONAL COMPUTER GRAPHICS A2.1 Three-Dimensional Cartesian Coordinates A2.2 Curves and Surfaces in Three Dimensions A2.3 Vectors in Three Dimensions A2.4 Homogeneous Coordinates ANSWERS TO SUPPLEMENTARY PROBLEMS INDEX |
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