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

E-Book, Englisch, 1048 Seiten

Sanchez / Canton The PC Graphics Handbook

E-Book, Englisch, 1048 Seiten

ISBN: 978-1-135-50107-5
Verlag: Taylor & Francis
Format: EPUB
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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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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