Essentials of interactive computer graphics: concepts and implementation
Gespeichert in:
Hauptverfasser: | , , |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Wellesley, Mass.
Peters
2008
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Includes bibliographical references and index |
Beschreibung: | XXII, 546 S. Ill., graph. Darst. 1 CD-ROM (12 cm) |
ISBN: | 9781568812571 |
Internformat
MARC
LEADER | 00000nam a2200000zc 4500 | ||
---|---|---|---|
001 | BV035079044 | ||
003 | DE-604 | ||
005 | 20090506 | ||
007 | t | ||
008 | 081001s2008 xxuad|| |||| 00||| eng d | ||
010 | |a 2008009675 | ||
020 | |a 9781568812571 |9 978-1-56881-257-1 | ||
035 | |a (OCoLC)212893711 | ||
035 | |a (DE-599)BVBBV035079044 | ||
040 | |a DE-604 |b ger |e aacr | ||
041 | 0 | |a eng | |
044 | |a xxu |c US | ||
049 | |a DE-91G |a DE-634 |a DE-355 | ||
050 | 0 | |a T385 | |
082 | 0 | |a 006.6 | |
084 | |a ST 320 |0 (DE-625)143657: |2 rvk | ||
084 | |a DAT 750f |2 stub | ||
100 | 1 | |a Sung, Kelvin |e Verfasser |4 aut | |
245 | 1 | 0 | |a Essentials of interactive computer graphics |b concepts and implementation |c Kelvin Sung ; Peter Shirley ; Steven Baer |
264 | 1 | |a Wellesley, Mass. |b Peters |c 2008 | |
300 | |a XXII, 546 S. |b Ill., graph. Darst. |e 1 CD-ROM (12 cm) | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Includes bibliographical references and index | ||
650 | 4 | |a Computer graphics | |
650 | 4 | |a Interactive computer systems | |
650 | 0 | 7 | |a Dialogsystem |0 (DE-588)4131632-0 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Computergrafik |0 (DE-588)4010450-3 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a Computergrafik |0 (DE-588)4010450-3 |D s |
689 | 0 | 1 | |a Dialogsystem |0 (DE-588)4131632-0 |D s |
689 | 0 | |5 DE-604 | |
700 | 1 | |a Shirley, Peter |d 1963- |e Verfasser |0 (DE-588)13333080X |4 aut | |
700 | 1 | |a Baer, Steven |e Verfasser |4 aut | |
856 | 4 | 2 | |m Digitalisierung UB Bayreuth |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016747311&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
943 | 1 | |a oai:aleph.bib-bvb.de:BVB01-016747311 |
Datensatz im Suchindex
_version_ | 1807410314755440640 |
---|---|
adam_text |
Contents
Preface
xiii
List of Tutorials
xix
Introduction
1
I Elements of Interactive Programs
7
Introduction to Part I
9
1
Event-Driven Programming
13
1.1
Control-Driven Programming
. 14
1.2
Event-Driven Programming
. 19
1.3
Triggering and Translation of Events
. 24
1.4
Categories of Events
. 27
1.5
Servicing of Events
. 30
1.6
The Event-Driven Ball-Shooting Program
. 32
1.7
Summary
. 35
VII
v¡¡¡
Contents
2
Working with GUI APIs
37
2.1
Our Application and Existing Libraries
. 38
2.2
GUI Elements
. 39
2.3
Building a GUI Application
. 41
2.4
Examples: FLTK and MFC
. 43
2.5
Implementation Notes
. 45
2.6
Tutorials and Code Base
. 48
3
A Simple Graphics Program
75
3.1
Coordinate Positions and Vertices
. 77
3.2
A Computer Graphics Solution
. 79
3.3
Lessons Learned
. 84
3.4
Further Examples
. 85
4
Working with Graphics APIs
93
4.1
Relationship between Graphics and GUI APIs
. 95
4.2
Programming Graphics APIs
. 96
4.3
Understanding Tutorials
3.1
and
3.2. 100
4.4
Abstraction of Graphics API
. 103
5
The Model-View-Controller Architecture
109
5.1
The Model-View-Controller Framework
. 110
5.2
Applying MVC to the Ball-Shooting Program
. 112
5.3
Expanding the Ball-Shooting Program
. 118
5.4
Interaction among the MVC Components
. 120
5.5
Applying the MVC Concept
. 121
5.6
Tutorials and Implementations
. 122
6
Applying to Real-World Applications
147
6.1
PowerPoint
. 147
6.2
Maya
. 149
II Essential Concepts: Presented in 2D
153
Introduction to Part II
155
7
Attributes and Behaviors of Primitives
157
7.1
Types of Primitives
. 158
7.2
Working with Color
. 162
7.3
Programming Geometric Primitives
. 163
Contents
¡x
7.4
Abstraction
of Behavior:
A
Primitive
Hierarchy
. 172
7.5
Collisions of Primitives
. 182
7.6
Collection of Primitives
. 188
8
Transformation Operators
193
8.1
The Translation Operator
. 194
8.2
The Scaling Operator
. 198
8.3
The Rotation Operator
. 204
8.4 Affine
Transformations
. 209
8.5
Some Mathematics of the Transform Operators
. 210
8.6
Tutorials on Transformation Operators
. 215
9
Combining Transformation Operators
225
9.1
Concatenation of Operators
. 226
9.2
Inverse Transformation
. 229
9.3
Pivoted Transformations
. 231
9.4
Programming Transformations with Graphics APIs
. 236
10
Coordinate Systems
257
10.1
Understanding Tutorial
3.1 . 258
10.2
Device and Normalized Coordinate Systems
. 265
10.3
The World Coordinate System
. 266
10.4
The World Coordinate Window
. 273
10.5
Inverse Transformation
. 287
11
Hierarchical Modeling
293
11.1
Motivation
. 294
11.2
The SceneNode Class
. 299
11.3
Scene Trees and Scene Graphs
. 311
11.4
The Object Coordinate System
. 317
11.5
Simple Animation with the SceneNode Class
. 333
12
Making the Applications Interesting
337
12.1
Orientation of Objects
. 338
12.2
Alpha Blending and Transparency
. 345
12.3
File Texture Mapping
. 351
x
Contents
III The Third Dimension
365
Introduction to Part III
367
13
A Simple
3D
Application
369
13.1 3D
Coordinate Systems
. 371
13.2
The Model and the Scene
. 372
13.3
A Computer Graphics Simulation
. 374
14
The Camera
379
14.1
A Computer Graphics Camera
. 380
14.2
The Visible Volume
. 386
14.3
The Coordinate Transformation Pipeline
. 396
14.4
The World Transform:
OC
to WC
. 397
14.5
The Eye Transform: WC to EC
. 398
14.6
The Projection Transform: EC to NDC
. 402
14.7 3D
NDC-to^D Device Transform
. 404
14.8
Re-Examining Tutorial
13.1. 405
15
Working with the Camera
409
15.1
UWBGL Camera Implementation
. 413
15.2
Working with Multiple Cameras
. 422
15.3
Manipulating the Camera
. 422
15.4
DC-to-WC Transformation
. 436
15.5
2D Versus
3D
Coordinate Transformation Pipeline
. 444
16
Graphics Programming in
3D 447
16.1
Graphical Primitives for the Third Dimension
. 448
16.2
Rotation in
3D. 457
16.3
Orientation in
3D . 464
16.4
Simple Scene Graph in
3D . 479
16.5
Scene Graph and Orientation
. 480
16.6
Collision in
3D. 485
16.7
Selection in
3D . 487
Contents xi
A Material and Illumination
489
В
Vectors
493
B.I Vector Basics
. 493
B.2 Vector Products
. 498
B.3 Vector Examples
. 500
B.4
Orthonormal
Matrices
. 505
С
Summary of Library Version Changes
507
Index
537 |
adam_txt |
Contents
Preface
xiii
List of Tutorials
xix
Introduction
1
I Elements of Interactive Programs
7
Introduction to Part I
9
1
Event-Driven Programming
13
1.1
Control-Driven Programming
. 14
1.2
Event-Driven Programming
. 19
1.3
Triggering and Translation of Events
. 24
1.4
Categories of Events
. 27
1.5
Servicing of Events
. 30
1.6
The Event-Driven Ball-Shooting Program
. 32
1.7
Summary
. 35
VII
v¡¡¡
Contents
2
Working with GUI APIs
37
2.1
Our Application and Existing Libraries
. 38
2.2
GUI Elements
. 39
2.3
Building a GUI Application
. 41
2.4
Examples: FLTK and MFC
. 43
2.5
Implementation Notes
. 45
2.6
Tutorials and Code Base
. 48
3
A Simple Graphics Program
75
3.1
Coordinate Positions and Vertices
. 77
3.2
A Computer Graphics Solution
. 79
3.3
Lessons Learned
. 84
3.4
Further Examples
. 85
4
Working with Graphics APIs
93
4.1
Relationship between Graphics and GUI APIs
. 95
4.2
Programming Graphics APIs
. 96
4.3
Understanding Tutorials
3.1
and
3.2. 100
4.4
Abstraction of Graphics API
. 103
5
The Model-View-Controller Architecture
109
5.1
The Model-View-Controller Framework
. 110
5.2
Applying MVC to the Ball-Shooting Program
. 112
5.3
Expanding the Ball-Shooting Program
. 118
5.4
Interaction among the MVC Components
. 120
5.5
Applying the MVC Concept
. 121
5.6
Tutorials and Implementations
. 122
6
Applying to Real-World Applications
147
6.1
PowerPoint
. 147
6.2
Maya
. 149
II Essential Concepts: Presented in 2D
153
Introduction to Part II
155
7
Attributes and Behaviors of Primitives
157
7.1
Types of Primitives
. 158
7.2
Working with Color
. 162
7.3
Programming Geometric Primitives
. 163
Contents
¡x
7.4
Abstraction
of Behavior:
A
Primitive
Hierarchy
. 172
7.5
Collisions of Primitives
. 182
7.6
Collection of Primitives
. 188
8
Transformation Operators
193
8.1
The Translation Operator
. 194
8.2
The Scaling Operator
. 198
8.3
The Rotation Operator
. 204
8.4 Affine
Transformations
. 209
8.5
Some Mathematics of the Transform Operators
. 210
8.6
Tutorials on Transformation Operators
. 215
9
Combining Transformation Operators
225
9.1
Concatenation of Operators
. 226
9.2
Inverse Transformation
. 229
9.3
Pivoted Transformations
. 231
9.4
Programming Transformations with Graphics APIs
. 236
10
Coordinate Systems
257
10.1
Understanding Tutorial
3.1 . 258
10.2
Device and Normalized Coordinate Systems
. 265
10.3
The World Coordinate System
. 266
10.4
The World Coordinate Window
. 273
10.5
Inverse Transformation
. 287
11
Hierarchical Modeling
293
11.1
Motivation
. 294
11.2
The SceneNode Class
. 299
11.3
Scene Trees and Scene Graphs
. 311
11.4
The Object Coordinate System
. 317
11.5
Simple Animation with the SceneNode Class
. 333
12
Making the Applications Interesting
337
12.1
Orientation of Objects
. 338
12.2
Alpha Blending and Transparency
. 345
12.3
File Texture Mapping
. 351
x
Contents
III The Third Dimension
365
Introduction to Part III
367
13
A Simple
3D
Application
369
13.1 3D
Coordinate Systems
. 371
13.2
The Model and the Scene
. 372
13.3
A Computer Graphics Simulation
. 374
14
The Camera
379
14.1
A Computer Graphics Camera
. 380
14.2
The Visible Volume
. 386
14.3
The Coordinate Transformation Pipeline
. 396
14.4
The World Transform:
OC
to WC
. 397
14.5
The Eye Transform: WC to EC
. 398
14.6
The Projection Transform: EC to NDC
. 402
14.7 3D
NDC-to^D Device Transform
. 404
14.8
Re-Examining Tutorial
13.1. 405
15
Working with the Camera
409
15.1
UWBGL Camera Implementation
. 413
15.2
Working with Multiple Cameras
. 422
15.3
Manipulating the Camera
. 422
15.4
DC-to-WC Transformation
. 436
15.5
2D Versus
3D
Coordinate Transformation Pipeline
. 444
16
Graphics Programming in
3D 447
16.1
Graphical Primitives for the Third Dimension
. 448
16.2
Rotation in
3D. 457
16.3
Orientation in
3D . 464
16.4
Simple Scene Graph in
3D . 479
16.5
Scene Graph and Orientation
. 480
16.6
Collision in
3D. 485
16.7
Selection in
3D . 487
Contents xi
A Material and Illumination
489
В
Vectors
493
B.I Vector Basics
. 493
B.2 Vector Products
. 498
B.3 Vector Examples
. 500
B.4
Orthonormal
Matrices
. 505
С
Summary of Library Version Changes
507
Index
537 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Sung, Kelvin Shirley, Peter 1963- Baer, Steven |
author_GND | (DE-588)13333080X |
author_facet | Sung, Kelvin Shirley, Peter 1963- Baer, Steven |
author_role | aut aut aut |
author_sort | Sung, Kelvin |
author_variant | k s ks p s ps s b sb |
building | Verbundindex |
bvnumber | BV035079044 |
callnumber-first | T - Technology |
callnumber-label | T385 |
callnumber-raw | T385 |
callnumber-search | T385 |
callnumber-sort | T 3385 |
callnumber-subject | T - General Technology |
classification_rvk | ST 320 |
classification_tum | DAT 750f |
ctrlnum | (OCoLC)212893711 (DE-599)BVBBV035079044 |
dewey-full | 006.6 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.6 |
dewey-search | 006.6 |
dewey-sort | 16.6 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
discipline_str_mv | Informatik |
format | Book |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>00000nam a2200000zc 4500</leader><controlfield tag="001">BV035079044</controlfield><controlfield tag="003">DE-604</controlfield><controlfield tag="005">20090506</controlfield><controlfield tag="007">t</controlfield><controlfield tag="008">081001s2008 xxuad|| |||| 00||| eng d</controlfield><datafield tag="010" ind1=" " ind2=" "><subfield code="a">2008009675</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781568812571</subfield><subfield code="9">978-1-56881-257-1</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)212893711</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-599)BVBBV035079044</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-604</subfield><subfield code="b">ger</subfield><subfield code="e">aacr</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="044" ind1=" " ind2=" "><subfield code="a">xxu</subfield><subfield code="c">US</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-91G</subfield><subfield code="a">DE-634</subfield><subfield code="a">DE-355</subfield></datafield><datafield tag="050" ind1=" " ind2="0"><subfield code="a">T385</subfield></datafield><datafield tag="082" ind1="0" ind2=" "><subfield code="a">006.6</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">ST 320</subfield><subfield code="0">(DE-625)143657:</subfield><subfield code="2">rvk</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">DAT 750f</subfield><subfield code="2">stub</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Sung, Kelvin</subfield><subfield code="e">Verfasser</subfield><subfield code="4">aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Essentials of interactive computer graphics</subfield><subfield code="b">concepts and implementation</subfield><subfield code="c">Kelvin Sung ; Peter Shirley ; Steven Baer</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Wellesley, Mass.</subfield><subfield code="b">Peters</subfield><subfield code="c">2008</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">XXII, 546 S.</subfield><subfield code="b">Ill., graph. Darst.</subfield><subfield code="e">1 CD-ROM (12 cm)</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="b">n</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="b">nc</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">Includes bibliographical references and index</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Computer graphics</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Interactive computer systems</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Dialogsystem</subfield><subfield code="0">(DE-588)4131632-0</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Computergrafik</subfield><subfield code="0">(DE-588)4010450-3</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="689" ind1="0" ind2="0"><subfield code="a">Computergrafik</subfield><subfield code="0">(DE-588)4010450-3</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2="1"><subfield code="a">Dialogsystem</subfield><subfield code="0">(DE-588)4131632-0</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2=" "><subfield code="5">DE-604</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Shirley, Peter</subfield><subfield code="d">1963-</subfield><subfield code="e">Verfasser</subfield><subfield code="0">(DE-588)13333080X</subfield><subfield code="4">aut</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Baer, Steven</subfield><subfield code="e">Verfasser</subfield><subfield code="4">aut</subfield></datafield><datafield tag="856" ind1="4" ind2="2"><subfield code="m">Digitalisierung UB Bayreuth</subfield><subfield code="q">application/pdf</subfield><subfield code="u">http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016747311&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA</subfield><subfield code="3">Inhaltsverzeichnis</subfield></datafield><datafield tag="943" ind1="1" ind2=" "><subfield code="a">oai:aleph.bib-bvb.de:BVB01-016747311</subfield></datafield></record></collection> |
id | DE-604.BV035079044 |
illustrated | Illustrated |
index_date | 2024-07-02T22:06:29Z |
indexdate | 2024-08-15T00:13:16Z |
institution | BVB |
isbn | 9781568812571 |
language | English |
lccn | 2008009675 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-016747311 |
oclc_num | 212893711 |
open_access_boolean | |
owner | DE-91G DE-BY-TUM DE-634 DE-355 DE-BY-UBR |
owner_facet | DE-91G DE-BY-TUM DE-634 DE-355 DE-BY-UBR |
physical | XXII, 546 S. Ill., graph. Darst. 1 CD-ROM (12 cm) |
publishDate | 2008 |
publishDateSearch | 2008 |
publishDateSort | 2008 |
publisher | Peters |
record_format | marc |
spelling | Sung, Kelvin Verfasser aut Essentials of interactive computer graphics concepts and implementation Kelvin Sung ; Peter Shirley ; Steven Baer Wellesley, Mass. Peters 2008 XXII, 546 S. Ill., graph. Darst. 1 CD-ROM (12 cm) txt rdacontent n rdamedia nc rdacarrier Includes bibliographical references and index Computer graphics Interactive computer systems Dialogsystem (DE-588)4131632-0 gnd rswk-swf Computergrafik (DE-588)4010450-3 gnd rswk-swf Computergrafik (DE-588)4010450-3 s Dialogsystem (DE-588)4131632-0 s DE-604 Shirley, Peter 1963- Verfasser (DE-588)13333080X aut Baer, Steven Verfasser aut Digitalisierung UB Bayreuth application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016747311&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Sung, Kelvin Shirley, Peter 1963- Baer, Steven Essentials of interactive computer graphics concepts and implementation Computer graphics Interactive computer systems Dialogsystem (DE-588)4131632-0 gnd Computergrafik (DE-588)4010450-3 gnd |
subject_GND | (DE-588)4131632-0 (DE-588)4010450-3 |
title | Essentials of interactive computer graphics concepts and implementation |
title_auth | Essentials of interactive computer graphics concepts and implementation |
title_exact_search | Essentials of interactive computer graphics concepts and implementation |
title_exact_search_txtP | Essentials of interactive computer graphics concepts and implementation |
title_full | Essentials of interactive computer graphics concepts and implementation Kelvin Sung ; Peter Shirley ; Steven Baer |
title_fullStr | Essentials of interactive computer graphics concepts and implementation Kelvin Sung ; Peter Shirley ; Steven Baer |
title_full_unstemmed | Essentials of interactive computer graphics concepts and implementation Kelvin Sung ; Peter Shirley ; Steven Baer |
title_short | Essentials of interactive computer graphics |
title_sort | essentials of interactive computer graphics concepts and implementation |
title_sub | concepts and implementation |
topic | Computer graphics Interactive computer systems Dialogsystem (DE-588)4131632-0 gnd Computergrafik (DE-588)4010450-3 gnd |
topic_facet | Computer graphics Interactive computer systems Dialogsystem Computergrafik |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016747311&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT sungkelvin essentialsofinteractivecomputergraphicsconceptsandimplementation AT shirleypeter essentialsofinteractivecomputergraphicsconceptsandimplementation AT baersteven essentialsofinteractivecomputergraphicsconceptsandimplementation |