CHAPTER 1 INTRODUCTION
1.1 A Mini-survey
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
2.5 Printer
2.6 Image Files
2.7 Settign the Color Attribute of Pixels
2.8 Example:Visualizing the Mandelbrot Set
CHAPTER 3 SCAN CONVERSION
3.1 Scan-Converting a Point
3.2 Scan-Converting a Line
3.3 Scan-Converting a Circle
3.4 Scan-Converting an Ellipse
3.5 Scan-Converting Arcs and Sectors
3.6 Scan-Converting a Rectangle
3.7 Region Filling
3.8 Scan-Converting a Character
3.9 Anti-Aliasing
3.10 Example:Recursively Defined Drawings
CHAPTER 4 TWO-DIMENSIONAL TRANSFORMATIONS
4.1 Geometric Transformations
4.2 Coordinate Transformations
4.3 Composite Transformations
4.4 Instance Transformations
CHAPTER 5 TWO-DIMENSIONAL VIEWING AND CLIPPING
5.1 Window-to-Viewport Mapping
5.2 Point Clipping
5.3 Line Clipping
5.4 Polygon Clipping
5.5 Example:A 2D Graphics Pipeline
CHAPTER 6 THREE-DIMENSIONAL TRANSFORMATIONS
6.1 Geometric Transformations
6.2 Coordinate Transformations
6.3 Composite Transformations
6.4 Instance Transformations
CHAPTER 7 MATHEMATICS OF PROJECTION
7.1 Taxonomy of Projection
7.2 Perspective Projection
7.3 Parallel Projection
CHAPTER 8 THREE-DIMENSIONAL VIEWING AND CLIPPING
8.1 Three-Dimensional Viewing
8.2 Clipping
8.3 Viewing Transformation
8.4 Example:A 3D Graphics Pipeline
CHAPTER 9 GEOMETRIC REPRESENTATIONS
9.1 Simple Geometric Forms
9.2 Wireframe Models
9.3 Curved Surfaces
9.4 Curve Design
9.5 Polynomial Basis Functions
9.6 The Problem of Interpolation
9.7 The Problem of Approximation
9.8 Curved-Surface Design
9.9 Transforming Curves and Surfaces
9.10 Quadric Surfaces
9.11 Example:Terrain Generation
CHAPTER 10 HIDDEN SURFACES
10.1 Depth Comparisons
10.2 Z-Buffer Algorithm
10.3 Back-Face Removal
10.4 The Painter's Algorithm
10.5 Scan-Line Algorithm
10.6 Subdivision Algorithm
10.7 Hidden-Line Elimination
10.8 The Rendering of Mathematical Surfaces
CHAPTER 11 COLOR AND SHADING MODELS
11.1 Light and Color
11.2 The Phong Model
11.3 Interpolative Shading Methods
11.4 Texture
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
12.5 Execution Effciency
12.6 Anti-Aliasing
12.7 Additional Visual Effects
Appendix 1 MATHEMATICS FOR TWO-DIMENSIONAL COMPUTER GRAPHICS
A1.1 The Two-Dimensional Cartesian Coordinate System
A1.2 The Polar Coordinate System
A1.3 Vectors
A1.4 Matrices
A1.5 Functions and Transformations
Appendix 2 MATHEMATICS FOR THREE-DIMENSIONAL COMPUTER GRAPHICS
A2.1 Three-Dimensional Cartesian Coordinates
A2.2 Curves and Surfaces in Three Dimensions
A2.3 Vectors in Three Dimensions
A2.4 Homogeneous Coordinates
ANSWERS TO SUPPLEMENTARY PROBLEMS
INDEX