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9780201609219

Introduction to Computer Graphics

by ; ; ; ;
  • ISBN13:

    9780201609219

  • ISBN10:

    0201609215

  • Edition: 1st
  • Format: Hardcover
  • Copyright: 1993-08-31
  • Publisher: Addison-Wesley Professional

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Supplemental Materials

What is included with this book?

Summary

This book is an adaptation of Computer Graphics: Principles and Practice, Second Edition (CGPP), by Foley, van Dam, Feiner, and Hughes. Introduction to Computer Graphics was created by abridging and modifying that comprehensive teaching and reference work to suit the needs of different courses and different professional requirements. While this book is half the size of its parent, it is not merely a shorter version of it. Indeed, it features new material and, in some cases, a different approach to exposition, all added with the needs of its intended audience in mind.

This book is designed to be used in a one-to two-semester course in computer graphics in any four-year college or university and, assuming only a small amount of mathematical preparation, for a one-semester course in community colleges or other two-year institutions. Introduction to Computer Graphics is also an ideal book for the professional who wants to learn the rudiments of this dynamic and exciting field, whether to become a practitioner or simply to gain an appreciation of the far-ranging applications of computer graphics.

This book is not meant to supplant CGPP as being more current or in any way more comprehensive. These are chapters, however, where, because of the dizzying pace at which the field is moving, older material was dropped and the hardware performance and cost figures were updated. One such example can be found in Chapter 4, where the statement from CGPP--which, bear in mind, was just published in 1990--that "...a graphics workstation typically consists of a CPU capable of executing at least several million instructions per second (MIPS) ..." was updated to reflect the fact that 20-100 MIPS are now commonplace.

Other major differences and strengths of Introduction to Computer Graphics are:

  • The computer language used throughout the book, both in pseudocoded program fragments and complete working programs, is modern ANSI C. The use of C, rather than Pascal as in CGPP, is consistent with both current teaching and professional practice, especially in graphics.
  • As a direct benefit of the use of C in the book, there is now a one-to- one correspondence between the data types and functions of the code used in this book with those of the SRGP and SPHIGS software packages that are available (free of charge to adopters) to accompany the book (see page 559).
  • The SPHIGS package mentioned above has been substantially enhanced with many new features, such as multiple light sources, improved rendering, and improved pick correlation for better interactive manipulation.
  • The book features several worked-out examples, some of which are quite extensive. These examples are strategically located in chapters where they best enhance the exposition of difficult concepts. One such example is a complete working program for interactively defining Bezier parametric cubic curves.
  • The importance of computer graphics to the emerging field of multimedia is introduced by describing some examples, complete with figures, and providing their supporting references.
  • A mathematical preliminaries section has been added to the chapter on Geometrical Transformations. This section provides sufficient information for the reader to understand and use all subsequent mathematically oriented material in the book.
  • Potential Syllabi

    There are several paths that a reader can take through this book. A few are suggested here, but it is entirely feasible to select one suiting the reader's circumstances. Even the order of study acan be permuted. For example, the material on hardware could come either earlier or later in a syllabus than is suggested by Chapter 4's ordinal positioning.

    A minimal one-semester course emphasizing 2D graphics. Where the goal is to provide a good, but not rigorous, overview of elements of mostly 2D graphics, this course of study will be appropriate for students in a two- or four-year college or university.

     Chapter       Sections     1           All    2           Sect. 2.1-2.2    3           Sect. 3.1-3.3, 3.9-3.9.3    4           Sect. 4 4.1, 4.2, 4.3, and 4.5    5           Sect. 5.1 (as appropriate), 5.2, 5.3,5.4    6           Sect. 6.1, 6.2,6.3,6.4.1,6.4.2    8           All    9           Sect. 9.1, 9.2.1-9.2.3   11           Sect. 11.1-11.2   12           Selected reading to demonstrate advanced                 capabilities 
    A one-semester course providing an overview of 2D and 3D graphics. This syllabus will provide a strong foundation in graphics for readers who are mathematically well prepared.
     Chapter        Sections     1           All    2           All    3           Sects. 3.1-3.5, 3.8-3.11, 3.14-3.15    4           Sect. 4.1, 4.2, 4.3 and 4.5    5           Sect. 5.1 (as appropriate),5.2-5.5,5.7,5.8    6           Sect. 6.1-6.5, Sect. 6.6 (except 6.6.4),6.7    7           Sect. 7.1-7.5,7.10 and 7.11.6    8           All    9           Sect. 9.1,9.2.1-9.2.3,9.2.7,9.3.1-9.3.2   11           All   12           All   13           Sect. 13.1-13.2, possibly 13.4   14           Sect. 14.1-14.2, possibly 14.5-14.7 

    A two-semester course covering 2D and 3D graphics, modeling and rendering. All chapters (posibly omitting selected topics from Chapters 9 and 10) plus selected topics from CGPP.

    Since many readers of Introduction to Computer Graphics will be interested in consulting its more advanced and comprehensive parent, the preface to CGPP follows this one. Please find the this title included on the gopher site. There the reader will find a discussion of CGPP's important features and suggestions for structuring courses based on that book.

    Electronic Instructor's Manual

    An Electronic Instructor's Manual (EIM), which supplements this book, is available from Brown University. Information on how to obtain the EIM is acquired by sending e-mail to eim@cs.brown.edu. No message body is necessary; just enter EIM (or eim) on the Subject line. The e-mail reply will contain a description of the contents of the EIM and how to obtain any part of it. It is necessary to have Internet ftp access to retrieve the EIM. No other distribution method is available. The EIM comprises four parts. They are:

    • Expanded versions of the syllabi suggested above. The rationale for each syllabus is described on a step-by-step basis. Also, where appropriate, aids to teaching the material are suggested.
    • Selected ANSI C source code from the book. Program fragments as well as complete working programs are provided. In general, an instructor must have SRGP and SPHIGS for this code to be useful.
    • All the artwork from the book. With the exception of stripped-in half- tones, each figure is provided as either an Encapsulated Postscript (EPS) or Tagged Image File Format (TIFF) file. These figures will be useful for preparation of lecture slides. The artwork files are organized by chapter so that an instructor can obtain just the figures needed for a particular syllabus.
    • Freely available software resources. In addition to the SRGP and SPHIGS packages which supplement the text, there are many packages available that the instructor may wish to obtain for use in the course. Packages such as SIPP (Simple Polygon Processor) and Rayshade, a ray tracing program, implement many of the realistic rendering techniques described in the text. Information on how to obtain these and other pa

    Author Biography

    James D. Foley (Ph.D., University of Michigan) is the founding director of the interdisciplinary Graphics, Visualization & Usability Center at Georgia Institute of Technology, and Professor of Computer Science and of Electrical Engineering. Coauthor with Andries van Dam of Fundamentals of Interactive Computer Graphics, Foley is a member of ACM, ACM SIGGRAPH, ACM SIGCHI, the Human Factors Society, IEEE, and the IEEE Computer Society. He recently served as Editor-in-Chief of ACM Transactions on Graphics, and is on the editorial boards of Computers and Graphics, User Modeling and User-Adapted Interaction, and Presence. His research interests include model-based user interface development tools, user interface software, information visualization, multimedia, and human factors of the user interface. Foley is a Fellow of the IEEE, and a member of Phi Beta Kappa, Tau Beta Phi, Eta Kappa Nu, and Sigma Xi. At Georgia Tech, he has received College of Computing graduate student awards as Most Likely to Make Students Want to Grow Up to Be Professors, Most Inspirational Faculty Member, the campus Interdisciplinary Activities Award, and the Sigma Xi Sustained Research Award. In 1997, Foley received the SIGGRAPH Steven A. Coons Award.

    Andries van Dam (Ph.D., University of Pennsylvania) was the first chairman of the Computer Science Department at Brown University. Currently Thomas J. Watson, Jr. University Professor of Technology and Education and Professor of Computer Science at Brown, he is also Director of the NSF/ARPA Science and Technology Center for Computer Graphics and Scientific Visualization. His research interests include computer graphics, hypermedia systems, and workstations. He is past Chairman of the Computing Research Association, Chief Scientist at Electronic Book Technologies, Chairman of Object Power's Technical Advisory Board, and a member of Microsoft's Technical Advisory Board. A Fellow of both the IEEE Computer Society and of ACM, he is also cofounder of ACM SIGGRAPH. Coauthor of the widely used book Fundamentals of Interactive Computer Graphics with James Foley, and of Object-Oriented Programming in Pascal: A Graphical Approach, with D. Brookshire Conner and David Niguidula, he has, in addition, published over eighty papers. In 1990 van Dam received the NCGA Academic Award, in 1991, the SIGGRAPH Steven A. Coons Award, and in 1993 the ACM Karl V. Karlstrom Outstanding Educator Award.

    Steven K. Feiner (Ph.D., Brown University) is Associate Professor of Computer Science at Columbia University, where he directs the Computer Graphics and User Interfaces Lab. His current research focuses on 3D user interfaces, virtual worlds, augmented reality, knowledge-based design of graphics and multimedia, animation, visualization, and hypermedia. Dr. Feiner is on the editorial boards of ACM Transactions on Graphics, IEEE Transactions on Visualizations and Computer Graphics, and Electronic Publishing, and is on the executive board of the IEEE Technical Committee on Computer Graphics. He is a member of ACM SIGGRAPH and the IEEE Computer Society. In 1991 he received an ONR Young Investigator Award. Dr. Feiner's work has been published in over fifty papers and presented in numerous talks, tutorials, and panels.

    John F. Hughes (Ph.D., University of California, Berkeley) is an Assistant Professor of Computer Science at Brown University, where he codirects the computer graphics group with Andries van Dam. His research interests are in applications of mathematics to computer graphics, scientific visualization, mathematical shape description, mathematical fundamentals of computer graphics, and low-dimensional topology and geometry. He is a member of the AMS, IEEE, and ACM SIGGRAPH. His recent papers have appeared in Computer Graphics, and in Visualization Conference Proceedings. He also has a long-standing interest in the use of computer graphics in mathematics education.



    0201609215AB04062001

    Table of Contents

    Introducing: Computer Graphics
    A Few Uses of Computer Graphics
    A Brief History of Computer Graphics
    Output Technology
    Input Technology
    Software Portability
    The Advantages of Interactive Graphics
    Conceptual Framework for Interactive Graphics
    Application Modeling
    Display of the Model
    Interaction Handling
    Programming in the Simple Raster Graphics Package (SRGP)
    Drawing with SRGP
    Specification of Graphics Primitives
    Attributes
    Filled Primitives and Their Attributes
    Saving and Restoring Attributes
    Text
    Basic Interaction Handling
    Human Factors
    Logical Input Devices
    Sampling Versus Event-Driven Processing
    Sample Mode
    Event Mode
    Pick Correlation for Interaction Handling
    Setting Device Measure and Attributes
    Raster Graphics Features
    Canvases
    Clipping Rectangles
    The SRGP_copyPixel Operation
    Write Mode or RasterOp
    Limitation of SRGP
    Application Coordinate Systems
    Storage of Primitives for Respecification
    Basic Raster Graphics Algorithms for Drawing 2D Primitives
    Overview
    Implications of Display-System Architectures
    The Output Pipeline in Software
    Scan Converting Lines
    The Basic Incremental Algorithm
    Midpoint Line Algorithm
    Additional Issues
    Scan Converting Circles
    Eight-Way Symmetry
    Midpoint Circle Algorithm
    Filling Rectangles
    Filling Polygons
    Horizontal Edges
    Slivers
    Edge Coherence and the Scan-Line Algorithm
    Pattern Filling Using Scan Conversion
    Pattern Filling Without Repeated Scan Conversion
    Thick Primitives
    Replicating Pixels
    The Moving Pen
    Clipping in a Raster World
    Clipping Lines
    Clipping Endpoints
    Clipping Lines by Solving Simultaneous Equations
    The Cohen-Sutherland Line-Clipping Algorithm
    A Parametric Line-Clipping Algorithm
    Clipping Circles
    Clipping Circles
    The Sutherland-Hodgman Polygon-Clipping Algorithm
    Generating Characters
    Defining and Clipping Characters
    Implementing a Text Output Primitive
    SRGP_copyPixel
    Antialiasing
    Increasing Resolution
    Unweighted Area Sampling
    Weighted Area Sampling
    Advanced Topics
    Graphics Hardware
    Hardcopy Technologies
    Display Technologies
    Raster-scan Display Systems
    Simple Raster Display System
    Raster Display System with Peripheral Display Processor
    Additional Display-Processor Functionality
    Raster Display System with Integrated Display Processor
    The Video Controller
    Bitmap Transformations and Windowing
    Video Mixing
    Input Devices for Operator Interaction
    Locator Devices
    Keyboard Devices
    Valuator Devices
    Choice Devices
    Image Scanners
    Geometrical Transformations
    Mathematical Preliminaries
    Vector Spaces
    The Dot Product in R.
    Properties of the Dot Product
    Orthonormal Bases
    Matrices
    Matrix Multiplication
    Determinants
    Matrix Transpose
    Matrix Inverse
    Exploring Further
    2D Transformation
    Homogeneous Coordinates and Matrix Representation of 2D Transformations
    Composition of 2D Transformations
    The Window-to-Viewport Transformation
    Efficiency
    Matrix Representation of 3D Transformations
    Composition of 3D Transformations
    Transformations as a Change in Coordinate System
    Viewing in 3D
    The Synthetic Camera and Steps
    Projections
    Perspective Projections
    Parallel Projections
    Specifying an Arbitrary 3D View
    Examples of 3D Viewing
    Perspecti
    Table of Contents provided by Publisher. All Rights Reserved.

    Supplemental Materials

    What is included with this book?

    The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

    The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

    Excerpts

    This book is an adaptation of Computer Graphics: Principles and Practice, Second Edition (CGPP), by Foley, van Dam, Feiner, and Hughes. Introduction to Computer Graphics was created by abridging and modifying that comprehensive teaching and reference work to suit the needs of different courses and different professional requirements. While this book is half the size of its parent, it is not merely a shorter version of it. Indeed, it features new material and, in some cases, a different approach to exposition, all added with the needs of its intended audience in mind. This book is designed to be used in a one-to two-semester course in computer graphics in any four-year college or university and, assuming only a small amount of mathematical preparation, for a one-semester course in community colleges or other two-year institutions. Introduction to Computer Graphics is also an ideal book for the professional who wants to learn the rudiments of this dynamic and exciting field, whether to become a practitioner or simply to gain an appreciation of the far-ranging applications of computer graphics. This book is not meant to supplant CGPP as being more current or in any way more comprehensive. These are chapters, however, where, because of the dizzying pace at which the field is moving, older material was dropped and the hardware performance and cost figures were updated. One such example can be found in Chapter 4, where the statement from CGPP--which, bear in mind, was just published in 1990--that "...a graphics workstation typically consists of a CPU capable of executing at least several million instructions per second (MIPS) ..." was updated to reflect the fact that 20-100 MIPS are now commonplace. Other major differences and strengths of Introduction to Computer Graphics are: The computer language used throughout the book, both in pseudocoded program fragments and complete working programs, is modern ANSI C. The use of C, rather than Pascal as in CGPP, is consistent with both current teaching and professional practice, especially in graphics. As a direct benefit of the use of C in the book, there is now a one-to- one correspondence between the data types and functions of the code used in this book with those of the SRGP and SPHIGS software packages that are available (free of charge to adopters) to accompany the book (see page 559). The SPHIGS package mentioned above has been substantially enhanced with many new features, such as multiple light sources, improved rendering, and improved pick correlation for better interactive manipulation. The book features several worked-out examples, some of which are quite extensive. These examples are strategically located in chapters where they best enhance the exposition of difficult concepts. One such example is a complete working program for interactively defining Bezier parametric cubic curves. The importance of computer graphics to the emerging field of multimedia is introduced by describing some examples, complete with figures, and providing their supporting references. A mathematical preliminaries section has been added to the chapter on Geometrical Transformations. This section provides sufficient information for the reader to understand and use all subsequent mathematically oriented material in the book. Potential Syllabi There are several paths that a reader can take through this book. A few are suggested here, but it is entirely feasible to select one suiting the reader's circumstances. Even the order of study acan be permuted. For example, the material on hardware could come either earlier or later in a syllabus than is suggested by Chapter 4's ordinal

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