By N. Magnenat-Thalmann, D. Thalmann (auth.), Günter Enderle, Michel Grave, Frank Lillehagen (eds.)
This ebook is the 6th factor within the EurographicSeminars sequence. This sequence has been manage via Eurographics, the ecu organization for special effects, with a view to disseminate surveys and examine effects out of the sector of special effects. special effects represent a strong and flexible software for varied program components. The swiftly expanding use of special effects options and platforms in lots of parts is brought on by the provision of extra robust at reduce prices,' by way of the concise specification of special effects Interfaces in commonly·.agreed criteria, and by way of the inven tion of latest and sometimes incredible tools and algorithms for com place andpreserit~ti6n of pictJres and for graphical interplay. whereas s,o~e problems with this se.ries comprise most modern learn effects, e.g. the problems in window administration platforms or consumer interface deal with ment structures, this publication has the nature of a cutting-edge survey on vital components .of special effects. ranging from present perform and agreed consens, it is going to bring about the newest achievements during this box. The contributions during this factor are principally according to tutorials and seminars held on the Eurographics meetings 1984 in Copen hagen and 1985 in Nice.
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Extra info for Advances in Computer Graphics I
Le systeme de 1a CIE detinissait un espace base sur trois cou1eurs primaires: Rouge (Red), Vert (Green) et B1eu (Blue). Toute cou1eur visible devenait une combinaison lineaire des trois cou1eurs primaires. Le systeme RGB correspond au principe des moniteurs TV, pui sQue dans ces moniteurs, 1es cou1 eurs sont crees par des phosphores rouges, verts et b1eus. 1 - - - - - - " j aune Fig. 1 Le cube RGB 33 Le modele RGB utilise g€meralement un cube dont les aretes sont de longueur 1 et qui est represente 0 10 Figure 6.!.
On peut les exprimer en coordonnees homog£mes par les matrices suivantes: 0 1 o o 0 -1 0 0 0 1 0 o o o 0 26 Syz SXZ = = r 0 0 0 0 1 0 0 0 0 1 [~ 0 -1 0 0 0 0 1 0 0 ~] u L'homothetle est une operation bien connue en optiQue geometriQue Qui multiplie toutes les distances par un facteur R (rapport d'homothetie) partir d'un point (centre d'homothetie). 2 nous montre un exemple. La matrice d'homothetie peut etre obtenue en effectuant une translation de -C, puis une transformation d'echelle de «R,R,R» puis une translation de C.
Chapter 1 covers basic geometric concepts. This includes · Homogeneous coordiantes and matrix transformations · Analytical and computational techniques for lines and planes, for representation, display and simple geometric computations. · Efficient algorithms for detecting intersection between sets of line segments. Chapter 2 discusses regions in a plane, particularly representation issues and alogrithms for some typical operations with special emphasis on polygonal regions. This chapter includes a lot of the recent research in computational geometry, material that is not presently available in any book on computer graphics.
Advances in Computer Graphics I by N. Magnenat-Thalmann, D. Thalmann (auth.), Günter Enderle, Michel Grave, Frank Lillehagen (eds.)