Personnaliser

OK

Aujourd'hui seulement ! 25? offerts* dès 249? d'achat sur tout le site avec le code : RAKUTEN25

En profiter

Computer Graphics For Java Programmers - Leendert Ammeraal

Note : 0

0 avis
  • Soyez le premier à donner un avis

Vous en avez un à vendre ?

Vendez-le-vôtre

105,50 €

Produit Neuf

  • Ou 26,38 € /mois

    • Livraison : 25,00 €
    • Livré entre le 6 et le 11 juin
    Voir les modes de livraison

    Kelindo

    PRO Vendeur favori

    4,8/5 sur + de 1 000 ventes

    Apres acceptation de la commande, le delai moyen d'expedition depuis le Japon est de 48 heures. Le delai moyen de livraison est de 3 a 4 semaines. En cas de circonstances exceptionnelles, les delais peuvent s'etendre jusqu'à 2 mois.

    Publicité
     
    Vous avez choisi le retrait chez le vendeur à
    • Payez directement sur Rakuten (CB, PayPal, 4xCB...)
    • Récupérez le produit directement chez le vendeur
    • Rakuten vous rembourse en cas de problème

    Gratuit et sans engagement

    Félicitations !

    Nous sommes heureux de vous compter parmi nos membres du Club Rakuten !

    En savoir plus

    Retour

    Horaires

        Note :


        Avis sur Computer Graphics For Java Programmers de Leendert Ammeraal Format Non Precisé  - Livre Informatique

        Note : 0 0 avis sur Computer Graphics For Java Programmers de Leendert Ammeraal Format Non Precisé  - Livre Informatique

        Les avis publiés font l'objet d'un contrôle automatisé de Rakuten.


        Présentation Computer Graphics For Java Programmers de Leendert Ammeraal Format Non Precisé

         - Livre Informatique

        Livre Informatique - Leendert Ammeraal - 31/12/2006 - Non Precisé - Langue : Anglais

        . .

      • Auteur(s) : Leendert Ammeraal - Kang Zhang
      • Editeur : John Wiley And Sons Ltd
      • Langue : Anglais
      • Parution : 31/12/2006
      • Format : Moyen, de 350g à 1kg
      • Expédition : 734
      • ISBN : 0470031603



      • Résumé :
        The book covers elementary concepts, from how to produce simple graphical objects using logical coordinates to producing filled regions. The book reinforces concepts with useful and simple examples, then progresses to applied geometry (vectors, polygons) and then onto how to perform rotations and other transformations of graphical objects.

        In a logical progression of ideas, the reader is introduced to some of the classic graphics algorithms and finally to chapters which cover particular effects such as perspective drawings and hidden-face and hidden-line elimination.

        The book also provides a host of ready-to-run programs and worked examples to illuminate general principles and geometric techniques for the creation of both 2D and 3D graphical objects.

        ...

        Biographie:
        Leen Ammeraal is a retired lecturer of Hogeschool Utrecht, The Netherlands, where he was employed from 1977 to 1998. He has a degree (ir.) in mathematics at University of Technology Delft, The Netherlands. He worked as a programmer and mathematician at Akzo Research and Engineering, Arnhem, The Netherlands, from 1961 to 1972 and did research work on compilers from 1972 to 1977 at Mathematical Centre, Amsterdam. He wrote many books for Wiley (as well as for the Dutch publisher Academic Service). Some of his Wiley books have been translated into other languages (Japanese, Russian, Italian, French, German, Greek, Danish, Portuguese, Bulgarian).

        Kang Zhang is a Professor in Computer Science and Director of Visual Computing Lab at the University of Texas at Dallas. He received his B.Eng. in Computer Engineering from the University of Electronic Science and Technology, China, in 1982...

        Sommaire:

        Preface ix

        CHAPTER 1?Elementary Concepts 1

        1.1 Lines, Coordinates and Pixels 2

        1.2 The Boundaries of Filled Regions 7

        1.3 Logical Coordinates 8

        1.4 Anisotropic and Isotropic Mapping Modes 14

        1.5 Defining a Polygon by Using the Mouse 21

        Exercises 26

        CHAPTER 2 Applied Geometry 31

        2.1 Vectors 32

        2.2 Inner Product 34

        2.3 Determinants 34

        2.4 Vector Product 37

        2.5 The Orientation of Three Points 38

        2.6 Polygons 41

        2.7 The Area of a Polygon 42

        2.8 Point-in-Triangle Test 44

        2.9 Point-in-Polygon Test 45

        2.10 Point-on-Line Test 47

        2.11 Distance Between a Point and a Line 50

        2.12 Projection of a Point on a Line 51

        2.13 Triangulation of Polygons 53

        Exercises 58

        CHAPTER 3 Geometrical Transformations 63

        3.1 Matrix Multiplication 64

        3.2 Linear Transformations 65

        3.3 Translations 71

        3.4 Homogeneous Coordinates 71

        3.5 Inverse Transformations and Matrix Inversion 72

        3.6 Rotation About an Arbitrary Point 74

        3.7 Changing the Coordinate System 78

        3.8 Rotations About 3D Coordinate Axes 79

        3.9 Rotation About an Arbitrary Axis 80

        Exercises 88

        CHAPTER 4 Some Classic Algorithms 91

        4.1 Bresenham's Algorithm for Line Drawing 92

        4.2 Doubling the Line-Drawing Speed 97

        4.3 Circles 102

        4.4 Cohen-Sutherland Line Clipping 107

        4.5 Sutherland-Hodgman Polygon Clipping 113

        4.6 B'ezier Curves 120

        4.7 B-Spline Curve Fitting 130

        Exercises 135

        CHAPTER 5 Perspective 139

        5.1 Introduction 140

        5.2 The Viewing Transformation 141

        5.3 The Perspective Transformation 146

        5.4 A Cube in Perspective 148

        5.5 Some Useful Classes 152

        5.6 A General Program for Wire-Frame Models 168

        Exercises 174

        CHAPTER 6 Hidden-Line Elimination 177

        6.1 Line Segments and Triangles 178

        6.2 Tests for Visibility 179

        6.3 Specification and Representation of 3D Objects 190

        6.4 Holes and Invisible Line Segments 192

        6.5 Individual Faces and Line Segments 194

        6.6 Automatic Generation of Object Specification 198

        6.7 Hidden-Line Elimination with HP-GL Output 207

        6.8 Implementation 209

        Exercises 213

        CHAPTER 7 Hidden-Face Elimination 219

        7.1 Back-Face Culling 220

        7.2 Coloring Individual Faces 225

        7.3 Painter's Algorithm 226

        7.4 Z-Buffer Algorithm 234

        Exercises 246

        CHAPTER 8 Fractals 249

        8.1 Introduction 249

        8.2 Koch Curves 250

        8.3 String Grammars 253

        8.4 Mandelbrot and Julia Sets 264

        Exercises 276

        APPENDIX A Linear Interpolation of 1/z 277

        APPENDIX B A Note on Event Handling 281

        APPENDIX C File Obj3D.java 287

        APPENDIX D Class CvHLines.java 293

        APPENDIX E Some Applications 301

        E.1 Platonic Solids 301

        E.2 Sphere Representations 312

        E.3 A Torus 319

        E.4 Beams in a Spiral 323

        E.5 Functions of Two Variables 326

        APPENDIX F Hints and Solutions to Exercises 339

        Bibliography 371

        Index 373

        ...

        Détails de conformité du produit

        Consulter les détails de conformité de ce produit (

        Personne responsable dans l'UE

        )
        Le choixNeuf et occasion
        Minimum5% remboursés
        La sécuritéSatisfait ou remboursé
        Le service clientsÀ votre écoute
        LinkedinFacebookTwitterInstagramYoutubePinterestTiktok
        visavisa
        mastercardmastercard
        klarnaklarna
        paypalpaypal
        floafloa
        americanexpressamericanexpress
        Rakuten Logo
        • Rakuten Kobo
        • Rakuten TV
        • Rakuten Viber
        • Rakuten Viki
        • Plus de services
        • À propos de Rakuten
        Rakuten.com