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This book is a collection of several tutorials from the
EUROGRAPHICS '90 conference in Montreux. The conference was held
under the motto "IMAGES: Synthesis, Analysis and Interaction", and
the tutorials, partly presented in this volume, reflect the
conference theme. As such, this volume provides a unique collection
of advanced texts on 'traditional' com puter graphics as well as of
tutorials on image processing and image reconstruction. As with all
the volumes of the series "Advances in Computer Graphics", the
contributors are leading experts in their respective fields. The
chapter Design and Display of Solid Models provides an extended
introduction to interactive graphics techniques for design, fast
display, and high-quality rendering of solid models. The text
focuses on techniques for Constructive Solid Geometry (CSG). The
follow ing topics are treated in depth: interactive design
techniques (specification of curves, surfaces and solids; graphical
user interfaces; procedural languages and direct manipulation) and
display techniques (depth-buffer, scan-line and ray-tracing
techniques; CSG classification techniques; efficiency-improving
methods; software and hardware implementations).
Eurographics, the European Association for Computer Graphics, has
always been an important forum for discussions and presentation of
results concerning the first ISO Graphical Standard, GKS (the
Graphical Kernel System) and later of its three-dimensional
extension, GKS-3D. This book is a collection of those articles
which have appeared within the framework of Eurographics in the
past 5 years, and which still contain, even after several years,
valid and interesting results concerning the problems arising in
connection with GKS. Some of these papers help the reader to gain a
deeper understanding of the standard; others deal with general
implementation problems, and finally there are some presentations
of specific algorithms usable also for a GKS or GKS-3D
implementation. The book may be of a particular interest to those
specialists who intend to implement a GKS package or some similar
graphics subsystem and who can therefore make direct use of the
experiences reflected in this collection. The book should also be a
valuable supplement in university courses concerned with teaching
the principles of implementing device-independent computer
graphics.
Since its very existence as a separate field within computer
science, computer graphics had to make extensive use of non-trivial
mathematics, for example, projective geometry, solid modelling, and
approximation theory. This interplay of mathematics and computer
science is exciting, but also makes it difficult for students and
researchers to assimilate or maintain a view of the necessary
mathematics. The possibilities offered by an interdisciplinary
approach are still not fully utilized. This book gives a selection
of contributions to a workshop held near Genoa, Italy, in October
1991, where a group of mathematicians and computer scientists
gathered to explore ways of extending the cooperation between
mathematics and computer graphics.
In 1998, SC24, the subcommittee of ISO/IEC JTC 1 concerned with
computer graphics and image processing, completed work on a new
standard for multimedia presentation; the PREMO standard
(Presentation Environment for Multimedia Objects) is published
under the official reference ISO/IEC 14478. PREMO essentially
provides a middleware specification for multimedia programming -
more generally it also serves as a reference model for distributed
multimedia. This book does not attempt to replace the official
standard but provides a readable version of the basic concepts,
presents some features of the PREMO objects in detail, highlights
the reasons for specific design decisions, and gives simple
examples and motivation claryfying the underlying concepts. A
particularly helpful feature is that the authors provide detailed
specifications of the PREMO objects in Java. Mainly for students
and professionals who need to improve their understanding of the
issues involved in distributed multimedia.
The ultimate goal of all 3D graphics systems is to render 3D
objects on a two-dimensional surface such as plotter output or a
workstation screen. The approach adopted by most graphics systems
is to perform a central or parallel projection of the objects onto
the view surface. These systems have to make use of the
mathematical results of projective geometry. This monograph has as
its aim the derivation of a framework for analyzing the behavior of
projective transformations in graphics systems. It is shown that a
mathematically precise description of the projective geometrical
nature of a graphics system leads not only to a deeper
understanding of the system but also to new approaches which result
in faster or more precise algorithms. A further aim of the book is
to show the importance of advanced mathematics for computer
science. Many problems become easier to describe or to solve when
the appropriate mathematical tools are used. The author
demonstrates that projective geometry has a major role to play in
computer graphics.
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