Description

Book Synopsis

John F. Hughes is a Professor of Computer Science at Brown University. His primary research is in computer graphics, particularly those aspects of graphics involving substantial mathematics.

 

Andries van Dam is the Thomas J. Watson, Jr. University Professor of Technology and Education, and Professor of Computer Science at Brown University. Andy's research includes work on computer graphics, hypermedia systems, post-WIMP user interfaces, including immersive virtual reality and pen- and touch-computing, and educational software.

 

Morgan McGuire is an Associate Professor of Computer Science at Williams College. He's contributed as an industry consultant to products including the Marvel Ultimate Alliance and Titan Quest video game series, the E Ink display used in the Amazon Kindle, and NVIDIA GPUs.

 

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Table of Contents

Preface xxxv

About the Authors xlv

Chapter 1: Introduction 1

Graphics is a broad field; to understand it, you need information from perception, physics, mathematics, and engineering. Building a graphics application entails user-interface work, some amount of modeling (i.e., making a representation of a shape), and rendering (the making of pictures of shapes). Rendering is often done via a “pipeline” of operations; one can use this pipeline without understanding every detail to make many useful programs. But if we want to render things accurately, we need to start from a physical understanding of light. Knowing just a few properties of light prepares us to make a first approximate renderer.

1.1 An Introduction to Computer Graphics 1

1.2 A Brief History 7

1.3 An Illuminating Example 9

1.4 Goals, Resources, and Appropriate Abstractions 10

1.5 Some Numbers and Orders of Magnitude in Graphics 12

1.6 The Graphics Pipeline 14

1.7 Relationship of Graphics to Art, Design, and Perception 19

1.8 Basic Graphics Systems 20

1.9 Polygon Drawing As a Black Box 23

1.10 Interaction in Graphics Systems 23

1.11 Different Kinds of Graphics Applications 24

1.12 Different Kinds of Graphics Packages 25

1.13 Building Blocks for Realistic Rendering: A Brief Overview 26

1.14 Learning Computer Graphics 31

Chapter 2: Introduction to 2D Graphics Using WPF 35

A graphics platform acts as the intermediary between the application and the underlying graphics hardware, providing a layer of abstraction to shield the programmer from the details of driving the graphics processor. As CPUs and graphics peripherals have increased in speed and memory capabilities, the feature sets of graphics platforms have evolved to harness new hardware features and to shoulder more of the application development burden. After a brief overview of the evolution of 2D platforms, we explore a modern package (Windows Presentation Foundation), showing how to construct an animated 2D scene by creating and manipulating a simple hierarchical model. WPF’s declarative XML-based syntax, and the basic techniques of scene specification, will carry over to the presentation of WPF’s 3D support in Chapter 6.

2.1 Introduction 35

2.2 Overview of the 2D Graphics Pipeline 36

2.3 The Evolution of 2D Graphics Platforms 37

2.4 Specifying a 2D Scene Using WPF 41

2.5 Dynamics in 2D Graphics Using WPF 55

2.6 Supporting a Variety of Form Factors 58

2.7 Discussion and Further Reading 59

Chapter 3: An Ancient Renderer Made Modern 61

We describe a software implementation of an idea shown by Dürer. Doing so lets us create a perspective rendering of a cube, and introduces the notions of transforming meshes by transforming vertices, clipping, and multiple coordinate systems. We also encounter the need for visible surface determination and for lighting computations.

Computer Graphics

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A Hardback by John Hughes, Andries van Dam, Morgan McGuire

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    View other formats and editions of Computer Graphics by John Hughes

    Publisher: Pearson Education (US)
    Publication Date: 01/08/2013
    ISBN13: 9780321399526, 978-0321399526
    ISBN10: 0321399528

    Description

    Book Synopsis

    John F. Hughes is a Professor of Computer Science at Brown University. His primary research is in computer graphics, particularly those aspects of graphics involving substantial mathematics.

     

    Andries van Dam is the Thomas J. Watson, Jr. University Professor of Technology and Education, and Professor of Computer Science at Brown University. Andy's research includes work on computer graphics, hypermedia systems, post-WIMP user interfaces, including immersive virtual reality and pen- and touch-computing, and educational software.

     

    Morgan McGuire is an Associate Professor of Computer Science at Williams College. He's contributed as an industry consultant to products including the Marvel Ultimate Alliance and Titan Quest video game series, the E Ink display used in the Amazon Kindle, and NVIDIA GPUs.

     

    <

    Table of Contents

    Preface xxxv

    About the Authors xlv

    Chapter 1: Introduction 1

    Graphics is a broad field; to understand it, you need information from perception, physics, mathematics, and engineering. Building a graphics application entails user-interface work, some amount of modeling (i.e., making a representation of a shape), and rendering (the making of pictures of shapes). Rendering is often done via a “pipeline” of operations; one can use this pipeline without understanding every detail to make many useful programs. But if we want to render things accurately, we need to start from a physical understanding of light. Knowing just a few properties of light prepares us to make a first approximate renderer.

    1.1 An Introduction to Computer Graphics 1

    1.2 A Brief History 7

    1.3 An Illuminating Example 9

    1.4 Goals, Resources, and Appropriate Abstractions 10

    1.5 Some Numbers and Orders of Magnitude in Graphics 12

    1.6 The Graphics Pipeline 14

    1.7 Relationship of Graphics to Art, Design, and Perception 19

    1.8 Basic Graphics Systems 20

    1.9 Polygon Drawing As a Black Box 23

    1.10 Interaction in Graphics Systems 23

    1.11 Different Kinds of Graphics Applications 24

    1.12 Different Kinds of Graphics Packages 25

    1.13 Building Blocks for Realistic Rendering: A Brief Overview 26

    1.14 Learning Computer Graphics 31

    Chapter 2: Introduction to 2D Graphics Using WPF 35

    A graphics platform acts as the intermediary between the application and the underlying graphics hardware, providing a layer of abstraction to shield the programmer from the details of driving the graphics processor. As CPUs and graphics peripherals have increased in speed and memory capabilities, the feature sets of graphics platforms have evolved to harness new hardware features and to shoulder more of the application development burden. After a brief overview of the evolution of 2D platforms, we explore a modern package (Windows Presentation Foundation), showing how to construct an animated 2D scene by creating and manipulating a simple hierarchical model. WPF’s declarative XML-based syntax, and the basic techniques of scene specification, will carry over to the presentation of WPF’s 3D support in Chapter 6.

    2.1 Introduction 35

    2.2 Overview of the 2D Graphics Pipeline 36

    2.3 The Evolution of 2D Graphics Platforms 37

    2.4 Specifying a 2D Scene Using WPF 41

    2.5 Dynamics in 2D Graphics Using WPF 55

    2.6 Supporting a Variety of Form Factors 58

    2.7 Discussion and Further Reading 59

    Chapter 3: An Ancient Renderer Made Modern 61

    We describe a software implementation of an idea shown by Dürer. Doing so lets us create a perspective rendering of a cube, and introduces the notions of transforming meshes by transforming vertices, clipping, and multiple coordinate systems. We also encounter the need for visible surface determination and for lighting computations.

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