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Frank Klawonn
Introduction to Computer Graphics
Using Java 2D and 3D
erschienen März 2008 286 Seiten, 137 schw.-w. Abb., 11 schw.-w. Fotos, 126 schw.-w. Zeichn., 6 schw.-w. Tabellen, Paperback
Springer-Verlag GmbH | ISBN: 1846288479
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| VORWORT | öffnen |
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Preface Early computer graphics started as a research and application field that was the domain of only a few experts, for instance in the area of computer aided design (CAD). Nowadays, any person using a personal computer benefits from the developments in computer graphics. Operating systems and application programs with graphical user interfaces (GUIs) belong to the simplest applications of computer graphics. Visualisation techniques, ranging from simple histograms to dynamic 3D animations sho...
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UNDERGRADUATE TOPICS in COMPUTER SCIENCE Undergraduate Topics in Computer Science (UTiCS) delivers highquality instructional content for undergraduates studying in ail areas of computing and information science. From core foundational and theoretical material to final-year topics and applications, UTiCS books take a fresh, concise, and modern approach and are ideal for self-study or for a one or two-semester course. The texts are all authored by established experts in their fields, reviewed... [weiter lesen] |
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Contents List of Figuresxiii 1.Introduction 1 1.1 Application fields 1 1.2 From a real scene to an image 3 1.3 Organisation of the book 4 2.Basic principles of two-dimensional graphics 7 2.1 Raster versus vector graphics 7 2.2 The first Java 2 D program 10 2.3 Basic geometric objects 14 2.4 Basic geometric objects in Java 2 D 17 2.5 Geometric transformations 23 2.6 Homogeneous coordinates 28 2.7 Applications of transformations 31 2.8 Geometric transformations in Java 2 D 33 2.9 Animation and movements based on transformations 37 2.10 Movements via transformations in Java 2 D 39 2.11 Interpolators for continuous changes 41 2.12 Implementation of interpolators in Java 2 D 44 2.13 Single or double precision 45 2.14 Exercises 48 3.Drawing lines and curves 49 3.1 Lines and pixel graphics 49 3.2 The midpoint algorithm for lines 52 3.3 Structural algorithms 60 3.4 Pixel densities and line styles 63 3.4.1 Different line styles with Java 2 D 66 3.5 Line clipping 67 3.6 The midpoint algorithm for circles 75 3.7 Drawing arbitrary curves 79 3.8 Antialiasing 80 3.8.1 Antialiasing with Java 2 D 82 3.9 Drawing thick lines 83 3.9.1 Drawing thick lines with Java 2 D 84 3.10 Exercises 86 4.Areas, text and colours 87 4.1 Filling areas 87 4.2 Buffered images in Java 2 D 91 4.2.1 Double buffering in Java 2 D 92 4.2.2 Loading and saving of images with Java 2 D 94 4.2.3 Textures in Java 2 D 95 4.3 Displaying text 96 4.4 Text in Java 2 D 97 4.5 Grey images and intensities 99 4.6 Colour models 101 4.6.1 Colours in Java 2 D 106 4.7 Colour interpolation 107 4.8 Colour interpolation with Java 2 D 110 4.9 Exercises 112 5.Basic principles of three-dimensional graphics 113 5.1 From a 3 D world to a model 113 5.2 Geometric transformations 115 5.2.1 Java 3 D 118 5.2.2 Geometric transformations in Java 3 D 119 5.3 The scenegraph 120 5.4 Elementary geometric objects in Java 3 D 123 5.5 The scenegraph in Java 3 D 124 5.6 Animation and moving objects 130 5.7 Animation in Java 3 D 133 5.8 Projections 139 5.8.1 Projections in Java 3 D 146 5.9 Exercises 147 6.Modelling three-dimensional objects 149 6.1 Three-dimensional objects and their surfaces 149 6.2 Topological notions 152 6.3 Modelling techniques 154 6.4 Surface modelling with polygons in Java 3 D 159 6.5 Importing geometric objects into Java 3 D 162 6.6 Parametric curves and freeform surfaces 163 6.6.1 Parametric curves 164 6.6.2 Efficient computation of polynomials 170 6.6.3 Freeform surfaces 171
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Index Aaliasing effect, 8 alpha-blending, 225 ambient light, 202 anaglyph image, 260 anchor, 90 Animation, 130 antialiasing, 80 API, 10 Application Programming Interface, 10 approximation, 165 area, 14 area subdivision algorithm, 187 attenuation, 203 atmospheric, 203 Audio format, 257 augmented reality, 3 BB-spline, 167 back-face culling, 184 Bernstein polynomial, 166 Bezier curve, 166 Bezier point, 166 - inner, 167 Bezier surface, 172 binocular, 258 bitmask, 64 boundary, 153 boundary point, 153 Bresenham algorithm - for circles, 75 - for lines, 59 Brons' algorithm, 62 bump mapping, 228 CCAD, 2 CAM, 2 centre of projection, 139 CIEXYZ model, 103 clipping, 4, 67 - 2 D- 4- 3 D- 4 - three-dimensional, 179 clipping area, 67 clipping plane - back, 181 - front, 181 clipping region, 67 clipping volume, 179, 180 closure, 153 CMY model, 103 CMYK model, 103 CNS model, 106 Cohen-Sutherland line clipping, 70 coherence, 194 collision detection, 249 colour model - additive, 102 - perception-oriented, 106 - subtractive, 102 constructive solid geometry, 156 control point, 15, 164 controllability, 164 convex, 14 convex combination, 41 coordinate system - right-handed, 115 CSG, 156 curve, 14 Cyrus-Beck line clipping, 72 Ddeferred shading, 216 depth-buffer algorithm, 187 difference, 16 directional light source, 203 dither matrix, 101 dot product, 23 double buffering, 37, 92 Eenvironment mapping, 228, 232 Ffog, 240 - exponential, 240 - linear, 240 font, 96 form factor, 233 form parameter, 170 freeform surface, 164, 171 Ggeometric transformation (2 D), 23 Gouraud shading, 219 graphics output primitive, 14 Hhalftoning, 99 head-mounted display, 260 hidden line algorithm, 4 hidden line elimination, 183 hidden surface algorithm, 4 hidden surface elimination, 183 HLS model, 104 homogeneous coordinates, 28, 116 HSV model, 104 hue, 102 Iimage-precision algorithm, 183 intensity, 102 interior, 153 interpolation, 165 interpolator 2 D, 41 intersection, 16 J jaggies, 9 Java 2 D, 10 Kkernel, 153 kerning, 96 knot, 167 Llevel of detail, 159 ligature, 96 light ambient, 202 light map, 228, 236 light source - directional, 203 - point, 203 lightness, 102 line, 14 line clipping, 68 line style, 64 Linienbreite, 83 liquid crystal shutter glasses, 260 locality principle, 164 LOD, 159 Mmidpoint algorithm - for circles, 75 - for lines, 59 monocular, 258 moving pen, 83 Nneighbourhood, 153 NURBS, 169 Oobject-precision algorithm, 183 octree, 154 octree algorithm, 187 odd parity rule, 87 Pparallax - divergent, 262 - negative, 262 positive, 262 particle system, 241 perspective projection - one-point, 145 - three-point, 145 - two-point, 145 Phong illumination model, 214 Phong shading, 220 pixel graphics, 8 pixel replication, 83 pixel-oriented graphics, 8 point, 14, 23 - inner, 153 point light source, 203 polarisation, 260 polygon, 14 polyline, 14 primitive, 14 priority algorithm, 195 progressive refinement approach, 235 projection, 139 parallel, 140 perspective, 139 projection plane, 139 projector, 139 proportional font, 96 Qquadtree, 155 Rradiosity model, 232 raster graphics, 8 raster-oriented graphics, 8 ray casting, 192 ray tracing, 237 recursive ray tracing, 237 recursive subdivision algorithm, 187 reflection - diffuse, 210 - specular, 211 reflection mapping, 228 regularisation, 152, 153 rendering, 4 rendering pipeline, 4 RGB model, 102 right-hand rule, 115 rotation, 25, 117 roundoff error, 45 Ssaturation, 102 scaling, 24, 116 scan conversion, 8 scan line technique, 88, 190 scenegraph, 121 screen-door transparency, 226 set - closed, 153 - open, 153 - regular, 153 Shading, 202 shading, 210 - constant, 218 - flat, 218 - interpolated, 219 shadow, 222 shear transformation, 25 shrinking, 24 skeleton, 244 smoothing operator, 107 smoothness-Glattheit, 165 spatial partitioning, 186 specular reflection coefficient, 214
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