Principles of Interactive Computer Graphics, 2nd edition 1979. William Newman, Robert Sproull.
Principles of Interactive Computer Graphics, 2nd edition 1979
Principles of Interactive Computer Graphics, 2nd edition 1979

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

Price: $5.00

Item Description

Completely revised and updated from the first edition; raster graphics, user interface design and more

CONTENTS -- 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.