Dealing with the nuts and bolts of computer graphics, this book explains the mathematical theory that underlines computer graphics applications. The numerous examples are accompanied by exercises to test understanding.
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1. Introduction:
2. Applications
3. Graphics Mathematics
4. Input Hardware
5. Output Hardware
6. Output Characteristics
7. Line Drawing Algorithms
8. Programming
9. Business and Scientific Graphics
10. Window and Viewport
11. Clipping
12. Modeling Transformations
13. Transformation Applications
14. Tools and Techniques
15. 3D Input and Processing
16. 3D Realism and Output
17. Conclusion
Appendices
A: Coordinate Systems
B: Lines and Curves in 2D
C: Matrix Algebra
D: Lines and Surfaces in 3D
E : References and Resources
F: Captions and Notes on Colour Plates
Index
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