Principles of Interactive Computer Graphics, 2nd edition 1979.
McGraw-Hill NY 1973, second edition 1979; mcgraw hill computer science series; 541 pages, photos;.
Condition: Good to very good overall, mustardyellow hardcover with 2 black stamped circles & gold thread graphic on front cover to represent computer science emblem. No dustjacket. Some shelfwear, lower spine rubbed with some paper loss; black ink mark along textblock fore-edge. Binding is sound, pages clean. Contains Index and extensive bibliography, as well as black and white and some color photographs of early computer illustrations & graphics.
Keywords: computer graphics, 1970s computers
Categories: 1970's computers and computing, Computer Graphics, Computer Music, Computer Graphics, Human-Computer Interaction
See all items by William Newman, Robert Sproull
Price: $5.00
Item Description
Completely revised and updated from the first edition; raster graphics, user interface design and moreCONTENTS -- BASIC CONCEPTS - introduction - the Origins of Computer Graphics; How the Interactive-Graphics Display Works; Some common questions; New Display Devices; General-purpose Graphics Software; The User Interface; The Display of Solid Objects;
POINT-PLOTTING TECHNIQUES - coordinate systems; Incremental methods; Line-Drawing Algorithms; Circle Generators; LINE-DRAWING DISPLAYS -- Display devices & controllers; Display devices; The CRT; Inherent-memory Devices; The Storage-Tube Display; The Refresh Line-Drawing Display; TWO-DIMENSIONAL TRANSFORMATIONS -- Transformation principles; Concatenation; Matrix Representation; CLIPPING AND WINDOWING -- a line clipping Algorithm; Midpoint Subdivision; Clipping other Graphic Entities; polygon clipping; Viewing transformations; The Windowing transformation;
GRAPHICS PACKAGES - Ground rules for Graphics software Design; functional domains; Graphic Primitives; implementation of the functions; processor; display-code generator; SEGMENTED DISPLAY FILES; DISPLAY FILE COMPILATION - refresh concurrent with reconstruction, free storage allocation, display-file structure, storage-tube terminals etc;
GEOMETRIC MODELS - simple modeling example, instances transformations etc; PICTURE STRUCTURE defining symbols by procedures, boxing, etc; INTERACTIVE GRAPHICS -- GRAPHICAL INPUT DEVICES pointing & positioning devices, the Mouse, Tablets, the light pen, three-dimensional input devices, comparators; GRAPHICAL INPUT TECHNIQUES inking & painting, online character recognition etc; EVENT HANDLING polling, interrupts, event queue etc;
INPUT FUNCTIONS; RASTER GRAPHICS -- natural images; SOLID-AREA SCAN CONVERSION; INTERACTIVE RASTER; SYSTEMS; DISPLAY HARDWARE buffers etc; THREE-DIMENSIONAL GRAPHICS realism etc; CURVES.