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Textbook
Computer Graphics for Java Programmers, 2nd EditionFebruary 2007, ©2007
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In a logical progression of ideas, the reader is introduced to some of the classic graphics algorithms and finally to chapters which cover particular effects such as perspective drawings and hidden-face and hidden-line elimination.
The book also provides a host of ready-to-run programs and worked examples to illuminate general principles and geometric techniques for the creation of both 2D and 3D graphical objects.
Chapter 1: Elementary Concepts.
1.1 Lines, Coordinates and Pixels.
1.2 The Boundaries of Filled Regions.
1.3 Logical Coordinates.
1.4 Anisotropic and Isotropic Mapping Modes.
1.5 Defining a Polygon by Using the Mouse.
Exercises.
Chapter 2: Applied Geometry.
2.1 Vectors.
2.2 Inner Product.
2.3 Determinants.
2.4 Vector Product.
2.5 The Orientation of Three Points.
2.6 Polygons.
2.7 The Area of a Polygon.
2.8 Point-in-Triangle Test.
2.9 Point-in-Polygon Test.
2.10 Point-on-Line Test.
2.11 Distance Between a Point and a Line.
2.12 Projection of a Point on a Line.
2.13 Triangulation of Polygons.
Exercises.
Chapter 3: Geometrical Transformations.
3.1 Matrix Multiplication.
3.2 Linear Transformations.
3.3 Translations.
3.4 Homogeneous Coordinates.
3.5 Inverse Transformations and Matrix Inversion.
3.6 Rotation About an Arbitrary Point.
3.7 Changing the Coordinate System.
3.8 Rotations About 3D Coordinate Axes.
3.9 Rotation About an Arbitrary Axis.
Exercises.
Chapter 4: Some Classic Algorithms.
4.1 Bresenham’s Algorithm for Line Drawing.
4.2 Doubling the Line-Drawing Speed.
4.3 Circles.
4.4 Cohen–Sutherland Line Clipping.
4.5 Sutherland–Hodgman Polygon Clipping.
4.6 B´ezier Curves.
4.7 B-Spline Curve Fitting.
Exercises.
Chapter 5: Perspective.
5.1 Introduction.
5.2 The Viewing Transformation.
5.3 The Perspective Transformation.
5.4 A Cube in Perspective.
5.5 Some Useful Classes.
5.6 A General Program for Wire-Frame Models.
Exercises.
Chapter 6: Hidden-Line Elimination.
6.1 Line Segments and Triangles.
6.2 Tests for Visibility.
6.3 Specification and Representation of 3D Objects.
6.4 Holes and Invisible Line Segments.
6.5 Individual Faces and Line Segments.
6.6 Automatic Generation of Object Specification.
6.7 Hidden-Line Elimination with HP-GL Output.
6.8 Implementation.
Exercises.
Chapter 7: Hidden-Face Elimination.
7.1 Back-Face Culling.
7.2 Coloring Individual Faces.
7.3 Painter’s Algorithm.
7.4 Z-Buffer Algorithm.
Exercises.
Chapter 8: Fractals.
8.1 Introduction.
8.2 Koch Curves.
8.3 String Grammars.
8.4 Mandelbrot and Julia Sets.
Exercises.
Appendix A – Linear Interpolation of 1/z.
Appendix B – A Note on Event Handling.
Appendix C – File Obj3D.java.
Appendix D – Class CvHLines.java.
Appendix E – Some Applications.
Appendix F – Hints and Solutions to Exercises.
Bibliography.
Index.
Kang Zhang is a Professor in Computer Science and Director of Visual Computing Lab at the University of Texas at Dallas. He received his B.Eng. in Computer Engineering from the University of Electronic Science and Technology, China, in 1982; and Ph.D. from the University of Brighton, UK, in 1990. He held academic positions in the UK and Australia, prior to joining UTD. Zhang's current research interests are in the areas of visual languages, graphical visualization, and Web engineering; and has published over 130 papers in these areas. He has taught computer graphics and related subjects at both graduate and undergraduate levels for many years. Zhang was also an editor of two books on software visualization.
- More illustrative examples have been added throughout the book.
- Chapter contents have been updated to reflect the authors' own teaching experience - so the book is optimised for use in the classroom.
- An accompanying instructor’s manual is now available.
- A new chapter on “Fractals and Self-Similarity” has been added.
- A companion software package demonstrating the working of different algorithms and concepts has been added.
- Fundamental and mathematical concepts clearly explained and then implemented, to give students a full understanding of what they are learning.
- A nuts-and-bolts guide to computer graphics with utility and algorithmic code provided.
- Incremental approach to hands-on practice on graphics programming, building students' confidence.
- Animated demonstration of many challenging concepts and graphics algorithms, keeping the more difficult material fresh and interesting.

