Introduction to Computer Graphics : Using Java 2D and 3D / by Frank Klawonn
Resource type: Ressourcentyp: Buch (Online)Book (Online)Language: English Series: Undergraduate Topics in Computer Science | SpringerLink BücherPublisher: London : Springer London, 2012Edition: 2nd ed. 2012Description: Online-Ressource (XVIII, 253p. 142 illus, digital)ISBN:- 9781447127338
- 006.6
- 006.6633 23
- T385
Contents:
Summary: Frank KlawonnSummary: This book is an essential tool for second-year undergraduate students and above, providing clear and concise explanations of the basic concepts of computer graphics, and enabling the reader to immediately implement these concepts in Java 2D and/or 3D with only elementary knowledge of the programming language. Features: provides an ideal, self-contained introduction to computer graphics, with theory and practice presented in integrated combination; presents a practical guide to basic computer graphics programming using Java 2D and 3D; includes new and expanded content on the integration of text in 3D, particle systems, billboard behaviours, dynamic surfaces, the concept of level of detail, and the use of functions of two variables for surface modelling; contains many pedagogical tools, including numerous easy-to-understand example programs and end-of-chapter exercises; supplies useful supplementary material, including additional exercises, solutions, and program examples, at an associated website. Dr. Frank Klawonn is a Professor in the Department of Computer Science and Head of the Data Analysis and Pattern Recognition Laboratory at Ostfalia University of Applied Sciences, Germany. He is also Head of the Bioinformatics and Statistics group at the Helmholtz Centre for Infection Research, Braunschweig, Germany. He is a co-author of the Springer textbook Guide to Intelligent Data Analysis.PPN: PPN: 165128346XPackage identifier: Produktsigel: ZDB-2-SCS
Introduction to Computer Graphics; Preface to the Second Edition; Preface; Aims of the Book; Why Java?; Overview; Guidelines for the Reader; Supplemental Resources; Acknowledgements; Contents; List of Figures; Chapter 1: Introduction; 1.1 Application Fields; 1.2 From a Real Scene to an Image; 1.3 Organisation of the Book; References; Chapter 2: Basic Principles of Two-Dimensional Graphics; 2.1 Raster Versus Vector Graphics; 2.2 The First Java 2D Program; 2.3 Basic Geometric Objects; 2.4 Basic Geometric Objects in Java 2D; 2.5 Geometric Transformations; 2.6 Homogeneous Coordinates
2.7 Applications of Transformations2.8 Geometric Transformations in Java 2D; 2.9 Animation and Movements Based on Transformations; 2.10 Movements via Transformations in Java 2D; 2.11 Interpolators for Continuous Changes; 2.12 Implementation of Interpolators in Java 2D; 2.13 Single or Double Precision; 2.14 Exercises; References; Chapter 3: Drawing Lines and Curves; 3.1 Lines and Pixel Graphics; 3.2 The Midpoint Algorithm for Lines; 3.3 Structural Algorithms; 3.4 Pixel Densities and Line Styles; 3.4.1 Different Line Styles with Java 2D; 3.5 Line Clipping; 3.6 The Midpoint Algorithm for Circles
3.7 Drawing Arbitrary Curves3.8 Antialiasing; 3.8.1 Antialiasing with Java 2D; 3.9 Drawing Thick Lines; 3.9.1 Drawing Thick Lines with Java 2D; 3.10 Exercises; References; Chapter 4: Areas, Text and Colours; 4.1 Filling Areas; 4.2 Buffered Images in Java 2D; 4.2.1 Double Buffering in Java 2D; 4.2.2 Loading and Saving of Images with Java 2D; 4.2.3 Textures in Java 2D; 4.3 Displaying Text; 4.4 Text in Java 2D; 4.5 Grey Images and Intensities; 4.6 Colour Models; 4.6.1 Colours in Java 2D; 4.7 Colour Interpolation; 4.8 Colour Interpolation with Java 2D; 4.9 Exercises; References
Chapter 5: Basic Principles of Three-Dimensional Graphics5.1 From a 3D World to a Model; 5.2 Geometric Transformations; 5.2.1 Java 3D; 5.2.2 Geometric Transformations in Java 3D; 5.3 The Scenegraph; 5.4 Elementary Geometric Objects in Java 3D; 5.5 The Scenegraph in Java 3D; 5.6 Animation and Moving Objects; 5.7 Animation in Java 3D; 5.8 Projections; 5.8.1 Projections in Java 3D; 5.9 Exercises; References; Chapter 6: Modelling Three-Dimensional Objects; 6.1 Three-Dimensional Objects and Their Surfaces; 6.2 Topological Notions; 6.3 Modelling Techniques
6.4 Surface Modelling with Polygons in Java 3D6.5 Importing Geometric Objects into Java 3D; 6.6 Surfaces as Functions of Two Variables; 6.6.1 Representation of Landscapes; 6.6.2 Representation of Functions in Java 3D; 6.7 Text in 3D; 6.7.1 Text in Java 3D; 6.8 Parametric Curves and Freeform Surfaces; 6.8.1 Parametric Curves; 6.8.2 Efficient Computation of Polynomials; 6.8.3 Freeform Surfaces; 6.9 Normal Vectors for Surfaces; 6.9.1 Normal Vectors in Java 3D; 6.10 Exercises; References; Chapter 7: Visible Surface Determination; 7.1 The Clipping Volume; 7.1.1 Clipping in Java 3D
7.2 Principles of Algorithms for Visible Surface Determination
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