Sanchez / Canton | The PC Graphics Handbook | E-Book | www2.sack.de
E-Book

E-Book, Englisch, 1048 Seiten

Sanchez / Canton The PC Graphics Handbook


Erscheinungsjahr 2003
ISBN: 978-0-203-01053-2
Verlag: Taylor & Francis
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)

E-Book, Englisch, 1048 Seiten

ISBN: 978-0-203-01053-2
Verlag: Taylor & Francis
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)



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.

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Zielgruppe


C++ programmers, software engineers, and program designers; graduate students in computer graphics and multimedia programming

Weitere Infos & Material


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

INDEX



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