The aim of this book is to provide a mathematical background to techniques in computer graphics, to develop a graphics program in C implementing these techniques, and to illustrate the use of C stressing portability and speed. As a result, many students and professionals will find this presentation will give them a thorough understanding of the most fundamental algorithms in graphics programming as well as to provide with them a usable graphics package. Readers are assumed to be moderately familiar with programming though all type definitions, global variables, and macros are described thoroughly before their first applications. Whilst ray-tracing is not covered, the book does cover: hidden surfaces, shadows, reflections, patterns, and modelling curves and surfaces.
The aim of this book is to provide a mathematical background for techniques in computer graphics, to develop a graphics program in C implementing these techniques, and to illustrate the use of C stressing probability and speed. It gives students and professionals a basic understanding of fundamental algorithms in graphics programming and provides a usable graphics package. A basic familiarity with C is assumed (though all programming is carefully explained).
Georg Glaeser
ANSI C C++ programming language Forth Mathematica Pascal algorithms animation clipping computer graphics geometry graphics programming programming programming language reflection shading