The PC Graphics Handbook
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The PC Graphics Handbook

The PC Graphics Handbook


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About the Book

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


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Product Details
  • ISBN-13: 9781135501082
  • Publisher: Taylor & Francis Ltd
  • Publisher Imprint: CRC Press
  • Language: English
  • No of Pages: 1048
  • ISBN-10: 1135501084
  • Publisher Date: 26 Feb 2003
  • Binding: Digital (delivered electronically)
  • No of Pages: 1048


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