Frontiers in Computer Graphics


Book Description

Computer graphics as a whole is an area making very fast progress and it is not easy for anyone, including experts, to keep abreast of the frontiers of its various basic and application fields. By issuing over 100 thousand calls for papers through various journals and magazines as weil as by inviting reputed specialists, and by selecting high quality papers which present the state of the art in computer graphics out of many papers thus received, this book "Frontiers in Computer Graphics" has been compiled to present the substance of progress in this field. This volume serves also as the final version of the Proceedings of Computer Graphics Tokyo '84, Tokyo, Japan, April 24-27, 1984 which, as a whole, attracted 16 thousand participants from all over the world; about two thousand to the conference and the remaining 14 thousand to the exhibition. This book covers the following eight major frontiers of computer graphics in 29 papers: 1. geometry modelling, 2. graphie languages, 3. visualization techniques, 4. human factors, 5. interactive graphics design, 6. CAD/CAM, 7. graphie displays and peripherals, and 8. graphics standardization. Geometry modelling is most essential in displaying any objects in computer graphics. It determines the basic capabilities of computer graphics systems such as whether the surface and the inside of the object can be displayed and also how efficiently graphical processing can be done in terms of processing time and memory space.







The Computer Graphics Manual


Book Description

This book presents a broad overview of computer graphics (CG), its history, and the hardware tools it employs. Covering a substantial number of concepts and algorithms, the text describes the techniques, approaches, and algorithms at the core of this field. Emphasis is placed on practical design and implementation, highlighting how graphics software works, and explaining how current CG can generate and display realistic-looking objects. The mathematics is non-rigorous, with the necessary mathematical background introduced in the Appendixes. Features: includes numerous figures, examples and solved exercises; discusses the key 2D and 3D transformations, and the main types of projections; presents an extensive selection of methods, algorithms, and techniques; examines advanced techniques in CG, including the nature and properties of light and color, graphics standards and file formats, and fractals; explores the principles of image compression; describes the important input/output graphics devices.




Computer Graphics For Scientists And Engineers


Book Description

The Purpose Of This Book Is To Provide An Introductory Text For Understanding The Fundamental Principles Of Computer Graphics. Some Salient Features Are Chapters On Data Structures Along With Examples For Manipulating Pictures/Graphical Objects; Interactive Graphics Covering Input/Output Devices And Systems That Facilitate The Man-Machine Graphic Communication With Emphasis On Device-Independent Graphic Programming; 2-D And 3-D Graphics; Applications Of Graphics To Real-Life Problems, Such As Business Graphics, Graph Plotting, Line Drawing, Image Animation, 3-D Solid-Modeling, Fractals And Multi-Media. This Edition Includes Chapters On Multi-Media And Virtual Reality.




Computer Graphics Programming


Book Description

TO COMPUTER GRAPHICS BASED ONGKS Part I gives an introduction to basic concepts of computer graph ics and to the principles and concepts of GKS. The aims of this part are twofold: to provide the beginner with an overview of the terminology and concepts of computer graphics, based on GKS, and to give the computer graphics expert an introduc tion to the GKS standard. In the early chapters of this part, the main areas of computer graphics, the various classes of com puter graphics users, the interfaces of GKS and its underlying design concepts are discussed and important terms are defined. The later chapters give an informal introduction to the main concepts of GKS and their interrelationships: output, attributes, coordinate systems, transformations, input, segments, metafile, state lists, and error handling. This introduction to the GKS framework will prepare the ground for the detailed description of 2D GKS functions in Part III and the 3D extensions to GKS in Part IV. 1 WHAT IS COMPUTER GRAPHICS? 1. 1 Defmition of Computer Graphics The Data Processing Vocabulary of the International Organization for Stan dardization (ISO) [ISO 84] defines Computer Graphics as follows: "Methods and techniques for converting data to and from a graphic display via computer. " This definition refers to three basic components of any computer graphics system - namely "data", "computer", and "display".







Computer Graphics


Book Description

Computer Graphics & Graphics Applications




Principles of Computer Graphics


Book Description

Helps readers to develop their own professional quality computer graphics. Hands-on examples developed in OpenGL illustrate key concepts.




Computer Graphics


Book Description

This book is an extensive treatise on the most up-to-date advances in computer graphics technology and its applications. Both in business and industrial areas as well as in research and development, you will see in this book an incredible devel opment of new methods and tools for computer graphics. They play essential roles in enhancing the productivity and quality of human work through computer graph ics and applications. Extensive coverage of the diverse world of computer graphics is the privilege of this book, which is the Proceedings of InterGraphics '83. This was a truly interna tional computer graphics conference and exhibit, held in Tokyo, April 11-14, 1983, sponsored by the World Computer Grpphics Association (WCGA) and organized by the Japan Management Association (JMA) in coopera'tion' with ·~CM-SIGGRAPH. InterGraphics has over 15 thousands participants. This book consists of seven Chapters. The first two chapters are on the basics of computer graphics, and the remaining five chapters are dedicated to typical appli cation areas of computer graphics. Chapter 1 contains four papers on "graphics techniques". Techniques to generate jag free images, to simulate digital logic, to display free surfaces and to interact with 3 dimensional (3D) shaded graphics are presented. Chapter 2 covers "graphics standards and 3D models" in five papers. Two papers discuss the CORE standard and the GKS standard. Three papers de scribe various 3D models and their evaluations.




Computer Graphics


Book Description

On computer graphics