The PC Graphics Handbook: 1st Edition (Hardback) book cover

The PC Graphics Handbook

1st Edition

By Julio Sanchez, Maria P. Canton

CRC Press

1,048 pages | 16 Color Illus. | 318 B/W Illus.

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pub: 2003-02-26
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Description

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.

  • Table of Contents

    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

    Subject Categories

    BISAC Subject Codes/Headings:
    COM012000
    COMPUTERS / Computer Graphics
    COM051010
    COMPUTERS / Programming Languages / General