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The Programmer's Hierarchical Interactive Graphics System (PHIGS)
is a computer-graphics standard defining an interface between an
application program and a computer-graphics system. PHIGS has been
actively under development since 1980. Much of this development has
been performed by Technical Committee X3H3 under the American
National Standard Institute (ANSI) procedures. PHIGS is also an
international standard sponsored by the United States and developed
by the international computer-graphics committee, ISO
TC97/SC21/WG2. In addition, PHIGS has been selected as the graphics
extension to the X-window standard and as part of the Intel i860
P.A.X. standard. The PHIGS standard has received wide acceptance
throughout the computer graphics industry. PHIGS libraries are
available on most of the high performance three-dimensional
graphics platforms. These include IBM, DEC, HP, Sun, Alliant,
Stardent, and Silicon Graphics. Despite this acceptance, there are
few texts that provide the software engineer with an overview of
the standard. The only currently available PHIGS references are in
the form of the ANSI functional description, technical papers, and
device-specific PHIGS to the novice PHIGS programmer."
The PHIGS system is a computer graphics standard defining an
interface between an application program and a computer graphics
system. The PHIGS standard has received wide acceptance throughout
the computer graphics industry and PHIGS libraries are available on
most of the high-performance 3-D graphics platforms today,
including IBM, DEC, HP, SUN, Alliant, Stardent, and Silicon
Graphics. In spite of this acceptance, there are no PHIGS texts
available to the average software engineer or graphics students.
PHIGS by Example will be that text. Written with the novice
programmer in mind, the book starts with examples of very basic
concepts and, after careful exploration of these aspects, moves on
to more advanced topics. PHIGS by Example teaches the application
programmer how to use the PHIGS standard in his/her own program.
Each section of the book is built around programming examples,
using the strategy that the best way to learn PHIGS is to use
PHIGS. The sections begin with a conceptual discussion of the PHIGS
topics presented in that section and is followed by a detailed
explanation of an example program or subroutine.The sections are
concluded with a set of exercises that are designed to challenge
the reader to experiment with PHIGS functions describes in that
section. The text assumes that the reader is familiar with basic
graphics concepts; a complete understanding of these basics is
helpful, but not required.
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