PC Graphics Handbook, The

The PC Graphics Handbook serves advanced C++ programmers dealing with the specifics of PC graphics hardware and software. Discussions address: * 2D and 3D graphics programming for Windows and DOS * Device-independent graphics * Mathematics for computer graphics * Graphics al...

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Những tác giả chính: Sanchez, Julio, P Canton, P CantonMaria
Định dạng: Sách
Ngôn ngữ:English
Được phát hành: CRC Press 2009
Truy cập trực tuyến:http://scholar.dlu.edu.vn/thuvienso/handle/DLU123456789/1337
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institution Thư viện Trường Đại học Đà Lạt
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language English
description The PC Graphics Handbook serves advanced C++ programmers dealing with the specifics of PC graphics hardware and software. Discussions address: * 2D and 3D graphics programming for Windows and DOS * Device-independent graphics * Mathematics for computer graphics * Graphics algorithms and procedural operations * PC video systems architecture, including its history and development * High-end graphics systems and coprocessors * Artificial life * Virtual reality * Animation techniques for simulations and video games * VGA, SuperVGA, and VESA * Device drivers * Graphics and animation primitives The authors cover the spectrum of PC graphics programming, including theoretical and practical topics - creating a singularly comprehensive resource for programmers.
format Book
author Sanchez, Julio
P Canton, P CantonMaria
spellingShingle Sanchez, Julio
P Canton, P CantonMaria
PC Graphics Handbook, The
author_facet Sanchez, Julio
P Canton, P CantonMaria
author_sort Sanchez, Julio
title PC Graphics Handbook, The
title_short PC Graphics Handbook, The
title_full PC Graphics Handbook, The
title_fullStr PC Graphics Handbook, The
title_full_unstemmed PC Graphics Handbook, The
title_sort pc graphics handbook, the
publisher CRC Press
publishDate 2009
url http://scholar.dlu.edu.vn/thuvienso/handle/DLU123456789/1337
_version_ 1757664725882109952
spelling oai:scholar.dlu.edu.vn:DLU123456789-13372009-11-27T08:33:35Z PC Graphics Handbook, The Sanchez, Julio P Canton, P CantonMaria The PC Graphics Handbook serves advanced C++ programmers dealing with the specifics of PC graphics hardware and software. Discussions address: * 2D and 3D graphics programming for Windows and DOS * Device-independent graphics * Mathematics for computer graphics * Graphics algorithms and procedural operations * PC video systems architecture, including its history and development * High-end graphics systems and coprocessors * Artificial life * Virtual reality * Animation techniques for simulations and video games * VGA, SuperVGA, and VESA * Device drivers * Graphics and animation primitives The authors cover the spectrum of PC graphics programming, including theoretical and practical topics - creating a singularly comprehensive resource for programmers. Part I - Graphics Fundamentals PC GRAPHICS OVERVIEW * History and Evolution * Short History of PC Video * PS/2 Video Systems * SuperVGA * Graphics Coprocessors and Accelerators * Graphics Applications * State-of-the-Art in PC Graphics * 3D Application Programming Interfaces POLYGONAL MODELING * Vector and Raster Data * Coordinate Systems * Modeling with Polygons IMAGE TRANSFORMATIONS * Matrix-based Representations * Matrix Arithmetic * 3D Transformations PROGRAMMING MATRIX TRANSFORMATIONS * Numeric Data in Matrix Form * Array Processing PROJECTIONS AND RENDERING * Perspective * The Rendering Pipeline LIGHTING AND SHADING * Lighting * Shading * Other Rendering Algorithms Part II - Dos Graphics VGA FUNDAMENTALS * The VGA Standard * VGA Components * VGA Registers * The Digital-to-Analog Converter (DAC) VGA DEVICE DRIVERS * Levels of VGA Programming * Developing the VGA Device Drivers * Color Manipulations VGA CORE PRIMITIVES * Classification of VGA Primitives * VGA Primitives for Set-up, Control, and Query * VGA Text Display Primitives * Bit-Block and Fill Primitives * Primitive Routines in the VGA1 and VGA2 Modules VGA GEOMETRICAL PRIMITIVES * Geometrical Graphics Objects * Plotting a Straight Line * Plotting Conic Curves * Geometrical Operations * Region Fills * Primitive Routines in the VGA3 Module XGA AND 8514/A ADAPTER INTERFACE * 8514/A and XGA 221 * Adapter Interface Software 225 * Communicating with the AI 233 * AI Concepts 243 * Details of AI Programming 247 XGA HARDWARE PROGRAMMING * XGA Hardware Programming * XGA Features and Architecture * Initializing the XGA System * Processor Access to XGA Video Memory * Programming the XGA Graphics Coprocessor * The XGA Sprite * Using the XGA Library SUPERVGA PROGRAMMING * Introducing the SuperVGA Chipsets * The VESA SuperVGA Standard * The VESA BIOS * Programming the SuperVGA System * Using the SuperVGA Library DOS ANIMATION * Graphics and Animation * Interactive Animation * Image Animation * Imaging Techniques BIT-MAPPED GRAPHICS + Image File Encoding + The Graphics Interchange Format (GIF) + The Tag Image File Format (TIFF) + The Hewlett-Packard Bitmapped Fonts PART III - WINDOWS API GRAPHICS GRAPHICS PROGRAMMING IN WINDOWS + Windows at the API Level + Elements of a Windows Program + The Window Procedure + The WinHello Program + WinHello Program Listing TEXT GRAPHICS + Text in Windows + Device and Display Contexts + Mapping Modes + Programming Text Operations + Text Graphics KEYBOARD AND MOUSE PROGRAMMING + Keyboard Input + The Caret + Mouse Programming + Mouse and Cursor Demonstration Program CHILD WINDOWS AND CONTROLS + Window Styles + Menus + Dialog Boxes + Common Controls PIXELS, LINES, AND CURVES + Drawing in a Window + Graphics Device Interface + Graphic Objects and GDI Attributes + Pixels, Lines, and Curves DRAWING FIGURES, REGIONS, AND PATHS + Closed Figures + Drawing Closed Figures + Operations on Rectangles + Regions + Clipping Operations + Paths + Filled Figures Demo Program BIT-MAPPED GRAPHICS + Raster and Vector Graphics + Bitmap Constructs + Bitmap Programming Fundamentals + Bitmap Manipulations + Bitmap Transformations + Bitmap Demonstration Program PART IV - DIRECTX GRAPHICS INTRODUCING DIRECTX + Why DirectX? + DirectX 8.1 Components + New Features in DirectX 8 + Testing the Installation DIRECTX AND COM + Object Orientation and C++ Indirection + COM in DirectX Programming + Creating and Accessing the COM Object INTRODUCING DIRECTDRAW + Graphics and DirectDraw + Basic Concepts for DirectDraw Graphics + DirectDraw Architecture + DirectDraw Programming Essentials SETTING UP DIRECTDRAW + Set-up Operations + Creating the DirectDraw Object + The DD Info Project DIRECTDRAW EXCLUSIVE MODE + WinMain() for DirectDraw + DirectDraw Initialization + The DD Exclusive Mode Template ACCESS TO VIDEO MEMORY + Direct Access Programming + In-Line Assembly Language + Multi-Language Programming + Direct Access Primitives + Raster Operations + Direct Access Project BLITTING + Surface Programming + The Blit + Blit-Time Transformations + Blit-Rendering Operations + DD Bitmap Blit Project DIRECTDRAW BITMAP RENDERING + Bitmap Manipulations + Developing a Windowed Application + Rendering in Windowed Mode DIRECTDRAW ANIMATION + Animating in Real-Time + Timed Pulse Animation + Sprites + Page Flipping + Animation Programming + Fine-Tuning the Animation + Measuring Performance DIRECT3D FUNDAMENTALS + 3D Graphics in DirectX + Direct3D Rendering + Retained Mode Programming + Direct3D File Formats DIRECT3D PROGRAMMING + Initializing the Software Interface + Building the Objects + Master Scene Concepts + Master Scene Components + Rendering Operations 967 + Sample Project 3DRM InWin Demo1 970 APPENDICES BIBLIOGRAPHY 2009-11-27T08:33:35Z 2009-11-27T08:33:35Z 2003 Book http://scholar.dlu.edu.vn/thuvienso/handle/DLU123456789/1337 en application/octet-stream CRC Press