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About this book

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.

Table of Contents

Basic Techniques

Frontmatter

2011 | OriginalPaper | Chapter

1. Historical Notes

David Salomon (emeritus)

2011 | OriginalPaper | Chapter

2. Raster Graphics

David Salomon (emeritus)

2011 | OriginalPaper | Chapter

3. Scan Conversion

David Salomon (emeritus)

Transformations and Projections

Frontmatter

2011 | OriginalPaper | Chapter

4. Transformations

David Salomon (emeritus)

2011 | OriginalPaper | Chapter

5. Parallel Projections

David Salomon (emeritus)

2011 | OriginalPaper | Chapter

6. Perspective Projection

David Salomon (emeritus)

2011 | OriginalPaper | Chapter

7. Nonlinear Projections

David Salomon (emeritus)

Curves and Surfaces

Frontmatter

2011 | OriginalPaper | Chapter

8. Basic Theory

David Salomon (emeritus)

2011 | OriginalPaper | Chapter

9. Linear Interpolation

David Salomon (emeritus)

2011 | OriginalPaper | Chapter

10. Polynomial Interpolation

David Salomon (emeritus)

2011 | OriginalPaper | Chapter

11. Hermite Interpolation

David Salomon (emeritus)

2011 | OriginalPaper | Chapter

12. Spline Interpolation

David Salomon (emeritus)

2011 | OriginalPaper | Chapter

13. Bézier Approximation

David Salomon (emeritus)

2011 | OriginalPaper | Chapter

14. B-Spline Approximation

David Salomon (emeritus)

2011 | OriginalPaper | Chapter

15. Subdivision Methods

David Salomon (emeritus)

2011 | OriginalPaper | Chapter

16. Sweep Surfaces

David Salomon (emeritus)

Advanced Techniques

Frontmatter

2011 | OriginalPaper | Chapter

17. Rendering

David Salomon (emeritus)

2011 | OriginalPaper | Chapter

18. Visible Surface Determination

David Salomon (emeritus)

2011 | OriginalPaper | Chapter

19. Computer Animation

David Salomon (emeritus)

2011 | OriginalPaper | Chapter

20. Graphics Standards

David Salomon (emeritus)

2011 | OriginalPaper | Chapter

21. Color

David Salomon (emeritus)

2011 | OriginalPaper | Chapter

22. Fractals

David Salomon (emeritus)

Image Compression

Frontmatter

2011 | OriginalPaper | Chapter

23. Compression Techniques

David Salomon (emeritus)

2011 | OriginalPaper | Chapter

24. Transforms and JPEG

David Salomon (emeritus)

2011 | OriginalPaper | Chapter

25. The Wavelet Transform

David Salomon (emeritus)

Graphics Devices

Frontmatter

2011 | OriginalPaper | Chapter

26. Graphics Devices

David Salomon (emeritus)

2011 | OriginalPaper | Chapter

27. Appendixes

David Salomon (emeritus)
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