Published: Addison-Wesley, 2014
Description:
xlvii, 1209 pages : illustrations (colour) ; 26 cm.
Contents:
“…Introduction :
A brief history ; An illuminating example ; Goals, resources, and appropriate abstractions ; Some numbers and orders of magnitude in graphics ; The graphics pipeline ; Relationship of graphics to art, design, and perception ; Basic graphics systems ; Polygon drawing as
a black box ; Interaction in graphics systems ; Different kinds of graphics applications ; Different kinds of graphics packages ; Building blocks for realistic rendering:
a brief overview ; Learning computer graphics -- Introduction to 2D graphics using WPF : Overview of the 2D graphics pipeline ; The evolution of 2D graphics platforms ; Specifying
a 2D scene using WPF ; Dynamics in 2D graphics using WPF ; Supporting
a variety of form factors -- An ancient renderer made modern :
A Dürer woodcut ; Visibility ; Implementation ; The program ; Limitations --
A 2D graphics test bed : Details of the test bed ; The C♯ code ; Animation ; Interaction ; An application of the test bed -- An introduction to human visual perception : The visual system ; The eye ; Constancy and its influences ; Continuation ; Shadows -- Introduction to fixed-function 3D graphics and hierarchical modeling : Introducing mesh and lighting specification ; Curved-surface representation and rendering ; Surface texture in WPF ; The WPF reflectance model ; Hierarchical modeling using
a scene graph -- Essential mathematics and the geometry of 2-space and 3-space : Notation ; Sets ; Functions ; Coordinates ;
Operations on coordinates ; Intersections of lines ; Intersections, more generally ; Triangles ; Polygons --
A simple way to describe shape in 2D and 3D : "Meshes" in 2D: polylines ; Meshes in 3D -- Functions on meshes : code for barycentric interpolation ; Limitations of piecewise linear extension ; Smoother extensions ; Functions multiply
defined at vertices ; Application: texture mapping -- Transformations in two dimensions : Five examples ; Important facts about transformations ; Translation ; Points and vectors again ; Why use 3 x 3 matrices instead of
a matrix and
a vector? …”
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