CITATION

Xiang, Zhigang and Plastock, Roy. Schaum’s Outline of Computer Graphics 2/E. McGraw-Hill, 2000.

Schaum’s Outline of Computer Graphics 2/E

Published:  September 2000

eISBN: 9780071815185 007181518X | ISBN: 9780071357814
  • Title Page
  • Copyright Page
  • Preface
  • Contents
  • Chapter 1 Introduction
  • 1.1 A Mini-Survey
  • Image Processing
  • Computer-Human Interaction
  • 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
  • Color Display
  • 2.5 Printer
  • Halftoning
  • Halftone Approximation
  • Dithering
  • Error Diffusion
  • 2.6 Image Files
  • 2.7 Setting the Color Attribute of Pixels
  • 2.8 Example: Visualizing the Mandelbrot Set
  • Julia Sets
  • Solved Problems
  • Supplementary Problems
  • Chapter 3 Scan Conversion
  • 3.1 Scan-Converting a Point
  • 3.2 Scan-Converting a Line
  • Direct Use of the Line Equation
  • DDA Algorithm
  • Bresenham's Line Algorithm
  • 3.3 Scan-Converting a Circle
  • Defining a Circle
  • Bresenham's Circle Algorithm
  • Midpoint Circle Algorithm
  • Arbitrarily Centered Circles
  • 3.4 Scan-Converting an Ellipse
  • Polynomial Method of Defining an Ellipse
  • Trigonometric Method of Defining an Ellipse
  • Ellipse Axis Rotation
  • Midpoint Ellipse Algorithm
  • 3.5 Scan-Converting Arcs and Sectors
  • Arcs
  • Sectors
  • 3.6 Scan-Converting a Rectangle
  • 3.7 Region Filling
  • 4-Connected vs. 8-Connected
  • A Boundary-fill Algorithm
  • A Flood-fill Algorithm
  • A Scan-line Algorithm
  • 3.8 Scan-Converting a Character
  • Bitmap Font
  • Outline Font
  • 3.9 Anti-Aliasing
  • Staircase
  • Unequal Brightness
  • The Picket Fence Problem
  • Anti-aliasing
  • Pre-flltering and Post-filtering
  • Area Sampling
  • Super Sampling
  • Lowpass Filtering
  • Pixel Phasing
  • 3.10 Example: Recursively Defined Drawings
  • C Curve
  • The Koch Curve
  • The Sierpinski Gasket
  • Solved Problems
  • Supplementary Problems
  • Chapter 4 Two-Dimensional Transformations
  • 4.1 Geometric Transformations
  • Translation
  • Rotation about the Origin
  • Scaling with Respect to the Origin
  • Mirror Reflection about an Axis
  • Inverse Geometric Transformations
  • 4.2 Coordinate Transformations
  • Translation
  • Rotation about the Origin
  • Scaling with Respect to the Origin
  • Mirror Reflection about an Axis
  • Inverse Coordinate Transformations
  • 4.3 Composite Transformations
  • Matrix Description of the Basic Transformations
  • Concatenation of Matrices
  • Caution on Matrix Notations
  • 4.4 Instance Transformations
  • Nested Instances and Multilevel Structures
  • Solved Problems
  • Supplementary Problems
  • Chapter 5 Two-Dimensionsl Viewing and Clipping
  • 5.1 Window-to-Viewport Mapping
  • 5.2 Point Clipping
  • 5.3 Line Clipping
  • The Cohen-Sutherland Algorithm
  • Midpoint Subdivision
  • The Liang-Barsky Algorithm
  • 5.4 Polygon Clipping
  • Convex Polygonal Clipping Windows
  • The Sutherland-Hodgman Algorithm
  • The Weiler-Atherton Algorithm
  • 5.5 Example: A 2D Graphics Pipeline
  • Panning and Zooming
  • Double Buffering
  • Lookup Table Animation
  • Solved Problems
  • Supplementary Problems
  • Chapter 6 Three-Dimensional Transformations
  • 6.1 Geometric Transformations
  • Translation
  • Scaling
  • Rotation
  • 6.2 Coordinate Transformations
  • 6.3 Composite Transformations
  • 6.4 Instance Transformations
  • Solved Problems
  • Supplementary Problems
  • Chapter 7 Mathematics of Projection
  • 7.1 Taxonomy of Projection
  • 7.2 Perspective Projection
  • Basic Principles
  • Mathematical Description of a Perspective Projection
  • Perspective Anomalies
  • 7.3 Parallel Projection
  • Basic Principles
  • Mathematical Description of a Parallel Projection
  • Solved Problems
  • Supplementary Problems
  • Chapter 8 Three-Dimensional Viewing and Clipping
  • 8.1 Three-Dimensional Viewing
  • Specifying the View Plane
  • View Plane Coordinates
  • Specifying the View Volume
  • 8.2 Clipping
  • Clipping against a Finite View Volume
  • Clipping Strategies
  • Clipping Algorithms
  • 8.3 Viewing Transformation
  • Normalized Viewing Coordinates
  • Screen Projection Plane
  • Constructing a Three-dimensional View
  • 8.4 Example: A 3D Graphics Pipeline
  • Solved Problems
  • Supplementary Problems
  • Chapter 9 Geometric Representation
  • 9.1 Simple Geometric Forms
  • Points and Lines
  • Polylines
  • Polygons
  • 9.2 Wireframe Models
  • Representing a Polygonal Net Model
  • Polyhedron
  • Advantages and Disadvantages of Wireframe Models
  • 9.3 Curved Surfaces
  • 9.4 Curve Design
  • 9.5 Polynomial Basis Functions
  • Lagrange Polynomials of Degree
  • Hermite Cubic Polynomials
  • B-Splines
  • Bernstein Polynomials
  • 9.6 The Problem of Interpolation
  • Lagrange Polynomial Interpolation Solution
  • Hermitian Cubic Interpolation Solution
  • Spline Interpolation
  • 9.7 The Problem of Approximation
  • Bezier-Bernstein Approximation
  • Properties of the Bezier-Bernstein Approximation
  • Bezier-B-Spline Approximation
  • Closed Curves
  • Properties of Bezier-B-Spline Approximation
  • 9.8 Curved-Surface Design
  • Guiding Nets
  • Interpolating Surface Patches
  • 9.9 Transforming Curves and Surfaces
  • 9.10 Quadric Surfaces
  • Sphere
  • Ellipsoid
  • One-sheeted Hyperboloid
  • Two-sheeted Hyperboloid
  • Elliptic Cylinder
  • Elliptic Paraboloid
  • Hyperbolic Parboloid
  • Elliptic Cone
  • 9.11 Example: Terrain Generation
  • Midpoint Displacement
  • Brownian Distribution of Disks
  • Solved Problems
  • Supplementary Problems
  • Chapter 10 Hidden Surfaces
  • 10.1 Depth Comparisons
  • 10.2 Z-Buffer Algorithm
  • 10.3 Back-Face Removal
  • 10.4 The Painter's Algorithm
  • Assigning Priorities
  • Testing Whether P Obscures Q
  • The Algorithm
  • 10.5 Scan-Line Algorithm
  • y Scan
  • x Scan
  • Types of Coherence
  • A Scan-line Algorithm
  • 10.6 Subdivision Algorithm
  • Removing Polygons Hidden by a Surrounding Polygon
  • Subdivision Algorithm
  • 10.7 Hidden-Line Elimination
  • 10.8 The Rendering of Mathematical Surfaces
  • The Perimeter Method for Rendering the Surface
  • The Visibility Test
  • The Wright Algorithm for Rendering Mathematical Surfaces
  • Solved Problems
  • Supplementary Problems
  • Chapter 11 Color and Shading Models
  • 11.1 Light and Color
  • Basic Characteristics of Light
  • The Trichromatic Generalization Theory
  • CIE XYZ Color Model
  • CIE Chromaticity Diagram
  • Color Gamut Mapping
  • The NTSC YIQ Color Model
  • 11.2 The Phong Model
  • 11.3 Interpolative Shading Methods
  • Constant Shading
  • Gouraud Shading
  • Phong Shading
  • 11.4 Texture
  • Projected Texture
  • Texture Mapping
  • Solid Texture
  • Solved Problems
  • Supplementary Problems
  • 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
  • Coordinate System Plane
  • Arbitrary Plane
  • Sphere
  • General Implicit Surface
  • 12.5 Execution Efficiency
  • Adaptive Depth Control
  • Bounding Volume Extension
  • Hierarchy of Bounding Volumes
  • Spatial Coherence/Spatial Subdivision
  • 12.6 Anti-Aliasing
  • Supersampling
  • Adaptive Supersampling
  • Stochastic Supersampling
  • 12.7 Additional Visual Effects
  • Environment Mapping
  • Soft Shadow
  • Blurry Reflection
  • Translucency
  • Motion Blur
  • Solved Problems
  • Supplementary Problems
  • Appendix 1 Mathematics for Two-Dimensional Computer Graphics
  • A1.1 The Two-Dimensional Cartesian Coordinate System
  • Measuring Distances in Cartesian System
  • Measuring Angles in Cartesian System
  • Describing a Line in Cartesian System
  • Curves and Parametric Equations
  • A1.2 The Polar Coordinate System
  • Changing Coordinate Systems
  • A1.3 Vectors
  • Properties of Vectors
  • Coordinate Vectors and Components
  • The Dot Product
  • A1.4 Matrices
  • Arithmetic Properties of Matrices
  • Matrix Inversion and the Identity Matrix
  • A1.5 Functions and Transformations
  • Graphs of Functions
  • Composing Functions
  • The Inverse Function
  • Solved Problems
  • Appendix 2 Mathematics for Three-Dimensional Computer Graphics
  • A2.1 Three-Dimensional Cartesian Coordinates
  • Orientation
  • The Right-Hand Rule
  • Cartesian Coordinates of Points in Three-dimensional Space
  • Distance Formula
  • A2.2 Curves and Surfaces in Three Dimensions
  • Curves
  • Surfaces
  • A2.3 Vectors in Three Dimensions
  • The Dot and the Cross Product
  • The Vector Equation of a Line
  • The Vector Equation of a Plane
  • A2.4 Homogeneous Coordinates
  • The Two-dimensional Projective Plane
  • Homogeneous Coordinates of Points and Lines of the Projective Plane
  • Correlation between Homogeneous and Cartesian Coordinates
  • Three-dimensional Projective Plane and Homogeneous Coordinates
  • Solved Problems
  • Answers To Supplementary Problems
  • Index