Computer graphics C version Donald Hearn and M. Pauline Baker

By: Hearn, DonaldMaterial type: TextTextPublication details: Delhi: Pearson, 2011Edition: 2nd edDescription: 660 p. illISBN: 9788177587654Subject(s): Computer graphicsDDC classification: 006.6
Contents:
1A Survey of Computer 1-1 Computer-Aided Design 24 1-2 Presentation Graphics 31 1-3 Computer Art 33 1-4 Entertainment 38 1-5 Education and Training 41 1-6 Visualization 45 1-7 Image Processing 52 1-8 Graphical User Interfaces 54 Overview of Graphics zSystems 55 2-1 Video Display Devices 56 Refresh Cathode-Ray Tubes 57 Raster-Scan Displays 60 Random-Scan Displays 61 Color CRT Monitors 62 Direct-View Storage Tubes 65 Flat-Panel Displays 65 Three-Dimensional Viewing Devices 69 Stereoscopic and Virtual-Reality Systems Raster-Scan Systems Video Controller Raster-Scan Display Processor Random-Scan Systems Graphics Monitors and Workstations Input Devices Keyboards Mouse Trackball and Spaceball Joysticks Data Glove Digitizers Image Scanners Touch Panels Light Pens Voice Systems Hard-Copy Devices Graphics Software Coordinate Representations Graphics Functions Software Standards PHIGS Workstations 3Output Primitives 103 Applications 3-1 Points and Lines 104 Exercises 160 3-2 Line-Drawing Algorithms DDA Algorithm Bresenham's Line Algorithm 108 Parallel Line Algorithms 112 Attributes of Output 4 3-3 Loading the Frame Buffer 114 Primitives 163 3-4 Line Function 3-5 Circle-Generating Algorithms 117 4-1 Line Attributes 164 Properties of Circles 117 Line Type 164 Midpoint Circle Algorithm 118 Line Width 166 3-6 Ellipse-Generating Algorithms 122 Pen and Brush Options Properties of Ellipses 122 Line Color 169 Midpoint Ellipse Algorithm 123 4-2 Curve Attributes 172 3-7 Other Curves 130 4-3 Color and Grayscale Levels 174 Conic Sections 130 Color Tables 175 Polynomials and Spline Curves 132 Grayscale 177 3-8 Parallel Curve Algorithms 132 4-4 Area-Fill Attributes 178 3-9 Curve Functions 133 Fill Stvles 178 3-10 Pixel Addressing Pattern Fill 179 and Object Geometry 134 Soft Fill 182 Screen Grid Coordinates 134 4-5 Character Attributes 183 Maintaining Geometric Properties Text Attributes 183 of Displayed Objects Marker Attributes 187 3-11 Filled-Area Primitives 137 4-6 Bundled Attributes 188 Scan-Line Polygon Fill Algorithm 137 Bundled Line Attributes Inside-Outside Tests 145 Bundled Area-Fill Attributes 189 Scan-Line Fill of Curved Boundary Bundled Text Attributes 189 Areas Bundled Marker Attributes 190 Boundary-Fill Algorithm 147 4-7 Inquiry Functions 190 Flood-Fill Algorithm 150 4-8 Antialiasing 191 3-12 Fill-Area Functions 151 Supersampling Straight Line 3-13 Cell Array 151 Segments 192 3-14 Character Generation 151 Pixel-Weighting Masks 194 Area Sampling Straight Line Segments Filtering Techniques Pixel Phasing Compensating for Line Intensity Differences Antialiasing Area Boundaries Two-Dimensional Geometric Transformations 203 Basic Transformations Translation Rotation Scaling Matrix Representations and Homogeneous Coordinates Composite Transformations Translations Rotations Scalings General Pivot-Point Rotation General Fixed-Point Scaling General Scaling Directions Concatenation Properties General Composite Transformations and Computational Efficiency Other Transformations Reflection Shear Transformations Between Coordinate Systems Affine Transformations Transformation Functions Raster Methods for Transformations Two-Dimensional Viewing 6-1 The Viewing Pipeline 6-2 Viewing Coordinate Reference Frame 6-3 Window-to-Viewport Coordinate Transformation 6-4 Two-Dimensional Viewing Functions 6-5 Clipping Operations 6-6 Point Clipping 6-7 Line Clipping Cohen-Sutherland Line Clipping Liang-Barsky Line Clipping Nicholl-Lee-Nicholl Line Clipping Line Clipping Using Nonrectangular Clip Windows Splitting Concave Polygons 6-8 Polygon Clipping Sutherland-Hodgeman Polygon Clipping Weiler-Atherton Polygon Clipping Other Polygon-Clipping Algorithms 6-9 Curve Clipping 6-10 Text Clipping 6-11 Exterior Clipping Structure Concepts Basic Structure Functions Setting Structure Attributes Editing Structures Structure Lists and the Element Pointer Setting the Edit Mode Inserting Structure Elements Replacing Structure Elements Deleting Structure Elements Labeling Structure Elements Copying Elements from One Structure to Another Basic Modeling Concepts Model Representations Symbol Hierarchies Modeling Packages Hierarchical Modeling with Structures Local Coordinates and Modeling Transformations Modeling Transformations Structure Hierarchies Graphical User Interfaces and Interactive Input Methods 291 The User Dialogue Windows and Icons Minimizing Memorization Backup and Error Handling Feedback Input of Graphical Data Logical Classification of Input Devices Locator Devices Stroke Devices String Devices Valuator Devices Choice Devices Pick Devices Input Functions Input Modes Request Mode Locator and Stroke Input in Request Mode String Input in Request Mode Valuator Input in Request Mode Choice Input in Request Mode Pick Input in Request Mode Sample Mode Event Mode Concurrent Use of Input Modes Initial Values for Input-Device Parameters Interactive Picture-Construction Techniques Basic Positioning Methods Constraints Grids Gravity Field Rubber-Band Methods Dragging Painting and Drawing Virtual-Reality Environments Three-Dimensional Concepts Three-Dimensional Display Methods 317 Parallel Projection 318 Perspective Projection 319 Depth Cueing 319 Visible Line and Surface Identification 320 Surface Rendering 320 Exploded and Cutaway Views 320 Three-Dimensional and Stereoscopic Views 320 Three-Dimensional Graphics Packages 322 Three-Dimensional Object Representations 324 10-1 Polygon Surfaces Polygon Tables Plane Equations Polygon Meshes 10-2 Curved Lines and Surfaces 10-3 Quadric Surfaces Sphere Ellipsoid Torus Superquadrics Superellipse Superellipsoid Blobby Objects Spline Representations Interpolation and Approximation Splines Parametric Continuity Conditions Geometric Continuity Conditions Spline Specifications Cubic Spline Interpolation Methods Natural Cubic Splines Hermite Interpolation Cardinal Splines Kochanek-Bartels Splines Bezier Curves and Surfaces Bezier Curves Properties of Bezier Curves Design Techniques Using Bezier Curves Cubic Bezier Curves Bezier Surfaces B-Spline Curves and Surfaces B-Spline Curves Uniform, Periodic B-Splines Cubic, Periodic B-Splines Open, Uniform B-Splines Nonuniform B-Splines B-Spline Surfaces Beta-Splines Beta-Spline Continuity Conditions Cubic, Periodic Beta-Spline Matrix Representation Rational Splines 10-12 Conversion Between Spline Representations 10-13 Displaying Spline Curves and Surfaces Homer's Rule Forward-Difference Calculations Subdivision Methods 10-14 Sweep Representations 10-15 Constructive Solid-Geometry Methods 10-16 Octrees 10-17 BSP Trees 10-18 Fractal-Geometry Methods Fractal-Generation Procedures Classification of Fractals Fractal Dimension Geometric Construction of Deterministic Self-Similar Fractals Geometric Construction of Statistically Self-Similar Fractals Affine Fractal-Construction Methods Random Midpoint-Displacement Methods Controlling Terrain Topography Self-Squaring Fractals Self-Inverse Fractals 10-19 Shape Grammars and Other Procedural Methods 10-20 Particle Systems 10-21 Physically Based Modeling 10-22 Visualization of Data Sets Visual Representations for Scalar Fields Visual Representations for Vector Fields Visual Representations for Tensor Fields Visual Representations for Multivariate Data Fields Three-Dimensional Geometric and Modeling Transformations 427 Translation ' 428 Rotation 429 Coordinate-Axes Rotations 429 General Three-Dimensional Rotations 433 Rotations with Quaternions 439 Scaling 440 Other Transformations 442 Reflections 442 Shears 443 Composite Transformations 443 Three-Dimensional Transformation Functions 445 Modeling and Coordinate Transformations 446 Three-Dimensional Viewing 451 12-1 Viewing Pipeline 12-2 Viewing Coordinates Specifying the View Plane Transformation from World to Viewing Coordinates 12-3 Projections 458 Parallel Projections 459 Perspective Projections 463 12-4 View Volumes and General Projection Transformations 467 General Parallel-Projection Transformations 472 General Perspective-Projection Transformations 474 12-5 Clipping 476 Normalized View Volumes 478 Viewport Clipping 480 Clipping in Homogeneous Coordinates 481 12-6 Hardware Implementations 483 12-7 Three-Dimensional Viewing Functions 484 Visible-Surface Detection 13 Methods 489 13-1 Classification of Visible-Surface Detection Algorithms 490 13-2 Back-Face Detection 491 13-3 Depth-Buffer Method 492 13-4 A-Buffer Method 495 13-5 Scan-Line Method 496 13-6 Depth-Sorting Method 498 13-7 BSP-Tree Method 501 13-8 Area-Subdivision Method 502 13-9 Octree Methods 505 13-10 Ray-Casting Method 507 13-11 Curved Surfaces 508 Curved-Surface Representations 508 Surface Contour Plots 509 Wireframe Methods 510 Visibility-Detection Functions 510 Illumination Models and Surface-Rendering Methods 514 14-1 Light Sources 14-2 Basic Illumination Models Ambient Light Diffuse Reflection Specular Reflection and the Phong Model Combined Diffuse and Specular Reflections with Multiple Light Sources Warn Model Intensity Attenuation Color Considerations Transparency Shadows 14-3 Displaying Light Intensities Assigning Intensity Levels Gamma Correction and Video Lookup Tables Displaying Continuous-Tone Images 14-4 Halftone Patterns and Dithering Techniques Halftone Approximations Dithering Techniques 14-5 Polygon-Rentiering Methods Constant-Intensity Shading Gouraud Shading Phong Shadiig Fast Phong Shading 546 14-6 Ray-Tracing Methods 547 Basic Ray-Tracing Algorithm 548 Ray-Surface Intersection Calculations 551 Reducing Object-Intersection Calculations 555 Space-Subdivision Methods 555 Antialiased Ray Tracing 558 Distributed Ray Tracing 560 14-7 Radiosity Lighting Model 564 Basic Radiosity Model 564 Progressive Refinement Radiosity Method 569 14-8 Environment Mapping 572 14-9 Adding Surface Detail 573 Modeling Surface Detail with Polygons 573 Texture Mapping 574 Procedural Texturing Methods 576 Bump Mapping 578 Frame Mapping 579 Summary 580 References 581 Exercises 582 f Color Models and Color 15f Applications 584 15-1 Properties of Light 585 15-2 Standard Primaries and the Chromaticity Diagram 588 XYZ Color Model 589 CIE Chromaticity Diagram 589 15-3 Intuitive Color Concepts 591 15-4 RGB Color Model 592 15-5 YIQ Color Model 594 15-6 CMY Color Model 594 15-7 HSV Color Model 595 15-8 Conversion Between HSV and RGB Models 598 15-9 HLS Color Model 599 15-10 Color Selection and Applications 600 Summary 601 References 601 Exercises 602 Computer Animation 603 Design of Animation Sequences 604 General Computer-Animation Functions 606 Raster Animations 606 Computer-Animation Languages 607 Key-Frame Systems 608 Morphing 608 Simulating Accelerations 611 Motion Specifications 614 Direct Motion Specification 614 Goal-Directed Systems 615 Kinematics and Dynamics 615 Summary 616 References 617 Exercises 617 Mathematics for Computer Graphics 619 A-1 Coordinate-ReftTence Frames Two-Dimensional Cartesian Reference Frames Polar Coordinates in the xy Plane Three-Dimensional Cartesian Reference Frames 622 Three-Dimensional Curvilinear Coordinate Systems 622 Solid Angle 624 A-2 Points and Vectors 625 Vector Addition and Scalar Multiplication 627 Scalar Product of Two Vectors 62 7 Vector Product of Two Vectors 628 A-3 Basis Vectors and the Metric Tensor 629 Orthonormal Basis 629 Metric Tensor 630 A-4 Matrices 631 Scalar Multiplication and Matrix Addition 632 Matrix Multiplication 632 Matrix Transpose 633 Determinant of a Matrix 633 Matrix Inverse 634 A-5 Complex Numbers 635 A-6 Quaternions 637 A-7 Nonparametric Representations 638 A-8 Parametric Representations 639 A-9 Numerical Methods 640 Solving Sets of Linear Equations 640 Finding Roots of Nonlinear Equations 641 Evaluating Integrals . 642 Fitting Curves to Data Sets 645
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Item type Current library Call number Status Date due Barcode Item holds
General Books General Books Central Library, Sikkim University
General Book Section
006.6 HER/C (Browse shelf(Opens below)) Available P21269
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1A Survey of Computer
1-1 Computer-Aided Design 24
1-2 Presentation Graphics 31
1-3 Computer Art 33
1-4 Entertainment 38
1-5 Education and Training 41
1-6 Visualization 45
1-7 Image Processing 52
1-8 Graphical User Interfaces 54
Overview of Graphics
zSystems 55
2-1 Video Display Devices 56
Refresh Cathode-Ray Tubes 57
Raster-Scan Displays 60
Random-Scan Displays 61
Color CRT Monitors 62
Direct-View Storage Tubes 65
Flat-Panel Displays 65
Three-Dimensional Viewing Devices 69
Stereoscopic and Virtual-Reality
Systems
Raster-Scan Systems
Video Controller
Raster-Scan Display Processor
Random-Scan Systems
Graphics Monitors and Workstations
Input Devices
Keyboards
Mouse
Trackball and Spaceball
Joysticks
Data Glove
Digitizers
Image Scanners
Touch Panels
Light Pens
Voice Systems
Hard-Copy Devices
Graphics Software
Coordinate Representations
Graphics Functions
Software Standards
PHIGS Workstations
3Output Primitives 103
Applications
3-1 Points and Lines 104 Exercises 160
3-2 Line-Drawing Algorithms
DDA Algorithm
Bresenham's Line Algorithm 108
Parallel Line Algorithms 112 Attributes of Output
4 3-3 Loading the Frame Buffer 114
Primitives 163
3-4 Line Function
3-5 Circle-Generating Algorithms 117 4-1 Line Attributes 164
Properties of Circles 117 Line Type 164
Midpoint Circle Algorithm 118 Line Width 166
3-6 Ellipse-Generating Algorithms 122 Pen and Brush Options
Properties of Ellipses 122 Line Color 169
Midpoint Ellipse Algorithm 123 4-2 Curve Attributes 172
3-7 Other Curves 130 4-3 Color and Grayscale Levels 174
Conic Sections 130 Color Tables 175
Polynomials and Spline Curves 132 Grayscale 177
3-8 Parallel Curve Algorithms 132 4-4 Area-Fill Attributes 178
3-9 Curve Functions 133 Fill Stvles 178
3-10 Pixel Addressing Pattern Fill 179
and Object Geometry 134 Soft Fill 182
Screen Grid Coordinates 134 4-5 Character Attributes 183
Maintaining Geometric Properties
Text Attributes 183
of Displayed Objects Marker Attributes 187
3-11 Filled-Area Primitives 137 4-6 Bundled Attributes 188
Scan-Line Polygon Fill Algorithm 137 Bundled Line Attributes
Inside-Outside Tests 145 Bundled Area-Fill Attributes 189
Scan-Line Fill of Curved Boundary
Bundled Text Attributes 189
Areas Bundled Marker Attributes 190
Boundary-Fill Algorithm 147
4-7 Inquiry Functions 190
Flood-Fill Algorithm 150
4-8 Antialiasing 191
3-12 Fill-Area Functions 151 Supersampling Straight Line
3-13 Cell Array 151 Segments 192
3-14 Character Generation 151 Pixel-Weighting Masks 194
Area Sampling Straight Line
Segments
Filtering Techniques
Pixel Phasing
Compensating for Line Intensity
Differences
Antialiasing Area Boundaries
Two-Dimensional Geometric
Transformations 203
Basic Transformations
Translation
Rotation
Scaling
Matrix Representations
and Homogeneous Coordinates
Composite Transformations
Translations
Rotations
Scalings
General Pivot-Point Rotation
General Fixed-Point Scaling
General Scaling Directions
Concatenation Properties
General Composite Transformations
and Computational Efficiency
Other Transformations
Reflection
Shear
Transformations Between Coordinate
Systems
Affine Transformations
Transformation Functions
Raster Methods for Transformations
Two-Dimensional
Viewing
6-1 The Viewing Pipeline
6-2 Viewing Coordinate Reference Frame
6-3 Window-to-Viewport Coordinate
Transformation
6-4 Two-Dimensional Viewing Functions
6-5 Clipping Operations
6-6 Point Clipping
6-7 Line Clipping
Cohen-Sutherland Line Clipping
Liang-Barsky Line Clipping
Nicholl-Lee-Nicholl Line Clipping
Line Clipping Using Nonrectangular
Clip Windows
Splitting Concave Polygons
6-8 Polygon Clipping
Sutherland-Hodgeman Polygon
Clipping
Weiler-Atherton Polygon Clipping
Other Polygon-Clipping Algorithms
6-9 Curve Clipping
6-10 Text Clipping
6-11 Exterior Clipping
Structure Concepts
Basic Structure Functions
Setting Structure Attributes
Editing Structures
Structure Lists and the Element
Pointer
Setting the Edit Mode
Inserting Structure Elements
Replacing Structure Elements
Deleting Structure Elements
Labeling Structure Elements
Copying Elements from One Structure
to Another
Basic Modeling Concepts
Model Representations
Symbol Hierarchies
Modeling Packages
Hierarchical Modeling
with Structures
Local Coordinates and Modeling
Transformations
Modeling Transformations
Structure Hierarchies
Graphical User Interfaces
and Interactive Input
Methods 291
The User Dialogue
Windows and Icons
Minimizing Memorization
Backup and Error Handling
Feedback
Input of Graphical Data
Logical Classification of Input
Devices
Locator Devices
Stroke Devices
String Devices
Valuator Devices
Choice Devices
Pick Devices
Input Functions
Input Modes
Request Mode
Locator and Stroke Input
in Request Mode
String Input in Request Mode
Valuator Input in Request Mode
Choice Input in Request Mode
Pick Input in Request Mode
Sample Mode
Event Mode
Concurrent Use of Input Modes
Initial Values for Input-Device
Parameters
Interactive Picture-Construction
Techniques
Basic Positioning Methods
Constraints
Grids
Gravity Field
Rubber-Band Methods
Dragging
Painting and Drawing
Virtual-Reality Environments
Three-Dimensional
Concepts
Three-Dimensional Display Methods 317
Parallel Projection 318
Perspective Projection 319
Depth Cueing 319
Visible Line and Surface
Identification 320
Surface Rendering 320
Exploded and Cutaway Views 320
Three-Dimensional and Stereoscopic
Views 320
Three-Dimensional Graphics
Packages 322
Three-Dimensional
Object
Representations 324
10-1 Polygon Surfaces
Polygon Tables
Plane Equations
Polygon Meshes
10-2 Curved Lines and Surfaces
10-3 Quadric Surfaces
Sphere
Ellipsoid
Torus
Superquadrics
Superellipse
Superellipsoid
Blobby Objects
Spline Representations
Interpolation and Approximation
Splines
Parametric Continuity
Conditions
Geometric Continuity
Conditions
Spline Specifications
Cubic Spline Interpolation
Methods
Natural Cubic Splines
Hermite Interpolation
Cardinal Splines
Kochanek-Bartels Splines
Bezier Curves and Surfaces
Bezier Curves
Properties of Bezier Curves
Design Techniques Using Bezier
Curves
Cubic Bezier Curves
Bezier Surfaces
B-Spline Curves and Surfaces
B-Spline Curves
Uniform, Periodic B-Splines
Cubic, Periodic B-Splines
Open, Uniform B-Splines
Nonuniform B-Splines
B-Spline Surfaces
Beta-Splines
Beta-Spline Continuity
Conditions
Cubic, Periodic Beta-Spline
Matrix Representation
Rational Splines
10-12 Conversion Between Spline
Representations
10-13 Displaying Spline Curves
and Surfaces
Homer's Rule
Forward-Difference Calculations
Subdivision Methods
10-14 Sweep Representations
10-15 Constructive Solid-Geometry
Methods
10-16 Octrees
10-17 BSP Trees
10-18 Fractal-Geometry Methods
Fractal-Generation Procedures
Classification of Fractals
Fractal Dimension
Geometric Construction
of Deterministic Self-Similar
Fractals
Geometric Construction
of Statistically Self-Similar
Fractals
Affine Fractal-Construction
Methods
Random Midpoint-Displacement
Methods
Controlling Terrain Topography
Self-Squaring Fractals
Self-Inverse Fractals
10-19 Shape Grammars and Other
Procedural Methods
10-20 Particle Systems
10-21 Physically Based Modeling
10-22 Visualization of Data Sets
Visual Representations
for Scalar Fields
Visual Representations
for Vector Fields
Visual Representations
for Tensor Fields
Visual Representations
for Multivariate Data Fields
Three-Dimensional
Geometric and Modeling
Transformations 427
Translation ' 428
Rotation 429
Coordinate-Axes Rotations 429
General Three-Dimensional
Rotations 433
Rotations with Quaternions 439
Scaling 440
Other Transformations 442
Reflections 442
Shears 443
Composite Transformations 443
Three-Dimensional Transformation
Functions 445
Modeling and Coordinate
Transformations 446
Three-Dimensional
Viewing 451
12-1 Viewing Pipeline
12-2 Viewing Coordinates
Specifying the View Plane
Transformation from World
to Viewing Coordinates
12-3 Projections 458
Parallel Projections 459
Perspective Projections 463
12-4 View Volumes and General
Projection Transformations 467
General Parallel-Projection
Transformations 472
General Perspective-Projection
Transformations 474
12-5 Clipping 476
Normalized View Volumes 478
Viewport Clipping 480
Clipping in Homogeneous
Coordinates 481
12-6 Hardware Implementations 483
12-7 Three-Dimensional Viewing
Functions 484
Visible-Surface Detection
13 Methods 489
13-1 Classification of Visible-Surface
Detection Algorithms 490
13-2 Back-Face Detection 491
13-3 Depth-Buffer Method 492
13-4 A-Buffer Method 495
13-5 Scan-Line Method 496
13-6 Depth-Sorting Method 498
13-7 BSP-Tree Method 501
13-8 Area-Subdivision Method 502
13-9 Octree Methods 505
13-10 Ray-Casting Method 507
13-11 Curved Surfaces 508
Curved-Surface Representations 508
Surface Contour Plots 509
Wireframe Methods 510
Visibility-Detection Functions 510
Illumination Models
and Surface-Rendering
Methods 514
14-1 Light Sources
14-2 Basic Illumination Models
Ambient Light
Diffuse Reflection
Specular Reflection
and the Phong Model
Combined Diffuse and Specular
Reflections with Multiple Light
Sources
Warn Model
Intensity Attenuation
Color Considerations
Transparency
Shadows
14-3 Displaying Light Intensities
Assigning Intensity Levels
Gamma Correction and Video
Lookup Tables
Displaying Continuous-Tone
Images
14-4 Halftone Patterns and Dithering
Techniques
Halftone Approximations
Dithering Techniques
14-5 Polygon-Rentiering Methods
Constant-Intensity Shading
Gouraud Shading
Phong Shadiig
Fast Phong Shading 546
14-6 Ray-Tracing Methods 547
Basic Ray-Tracing Algorithm 548
Ray-Surface Intersection
Calculations 551
Reducing Object-Intersection
Calculations 555
Space-Subdivision Methods 555
Antialiased Ray Tracing 558
Distributed Ray Tracing 560
14-7 Radiosity Lighting Model 564
Basic Radiosity Model 564
Progressive Refinement
Radiosity Method 569
14-8 Environment Mapping 572
14-9 Adding Surface Detail 573
Modeling Surface Detail
with Polygons 573
Texture Mapping 574
Procedural Texturing
Methods 576
Bump Mapping 578
Frame Mapping 579
Summary 580
References 581
Exercises 582
f Color Models and Color
15f Applications 584
15-1 Properties of Light 585
15-2 Standard Primaries and the
Chromaticity Diagram 588
XYZ Color Model 589
CIE Chromaticity Diagram 589
15-3 Intuitive Color Concepts 591
15-4 RGB Color Model 592
15-5 YIQ Color Model 594
15-6 CMY Color Model 594
15-7 HSV Color Model 595
15-8 Conversion Between HSV
and RGB Models 598
15-9 HLS Color Model 599
15-10 Color Selection
and Applications 600
Summary 601
References 601
Exercises 602
Computer
Animation 603
Design of Animation Sequences 604
General Computer-Animation
Functions 606
Raster Animations 606
Computer-Animation Languages 607
Key-Frame Systems 608
Morphing 608
Simulating Accelerations 611
Motion Specifications 614
Direct Motion Specification 614
Goal-Directed Systems 615
Kinematics and Dynamics 615
Summary 616
References 617
Exercises 617
Mathematics for Computer
Graphics 619
A-1 Coordinate-ReftTence Frames
Two-Dimensional Cartesian
Reference Frames
Polar Coordinates in the xy Plane
Three-Dimensional Cartesian
Reference Frames 622
Three-Dimensional Curvilinear
Coordinate Systems 622
Solid Angle 624
A-2 Points and Vectors 625
Vector Addition and Scalar
Multiplication 627
Scalar Product of Two Vectors 62 7
Vector Product of Two Vectors 628
A-3 Basis Vectors and the Metric Tensor 629
Orthonormal Basis 629
Metric Tensor 630
A-4 Matrices 631
Scalar Multiplication and Matrix
Addition 632
Matrix Multiplication 632
Matrix Transpose 633
Determinant of a Matrix 633
Matrix Inverse 634
A-5 Complex Numbers 635
A-6 Quaternions 637
A-7 Nonparametric Representations 638
A-8 Parametric Representations 639
A-9 Numerical Methods 640
Solving Sets of Linear Equations 640
Finding Roots of Nonlinear
Equations 641
Evaluating Integrals . 642
Fitting Curves to Data Sets 645

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