The PC Graphics Handbook

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PC Graphics Handbook

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Overview

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.

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Product Details

  • ISBN-13: 9780849316784
  • Publisher: CRC Press
  • Publication date: 2/26/2003
  • Pages: 1048
  • Product dimensions: 7.30 (w) x 10.30 (h) x 2.32 (d)

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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