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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
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... [weiter lesen]
KLAPPENTEXT |  öffnen
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]
INHALTSVERZEICHNIS |  öffnen
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
[weiter lesen]  
 
REGISTER |  öffnen
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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