[comp.graphics] TOC for new Foley, van Dam, Feiner, and Hughes book

west@gsrc.enet.dec.com (Jim West (Stealth Contractor)) (07/31/90)

  A while back someone asked for this...so here it is

Chapter 1
Introduction
  1.1   Image Processing as Picture Analysis
  1.2   The Advantages of Interactive Graphics
  1.3   Representive Uses of Computer Graphics
  1.4   Classification of Applications
  1.5   Development of Hardware and Software for Computer Graphics
  1.6   Conceptual Framework for Interactive Graphics
  1.7   Summary
        Exercises

Chapter 2
Programming In The Simple Raster Graphics Package (SRGP)
  2.1   Drawing with SRGP
  2.2   Basic Interaction Handling
  2.3   Raster Graphics Features
  2.4   Limitations of SRGP
  2.5   Summary
	Exercises

Chapter 3
Basic Raster Graphics Algorithms for Drawing 2D Primitives
  3.1   Overview
  3.2   Scan Converting Lines
  3.3   Scan Converting Circles
  3.4   Scan Converting Ellipses
  3.5   Filling Rectangles
  3.6   Filling Polygons
  3.7   Filling Ellipse Arcs
  3.8   Pattern Filling
  3.9   Thick Primitives
  3.10  Line Style and Pen Style
  3.11  Clipping in a Raster World
  3.12  Clipping Lines
  3.13  Clipping Circles and Ellipses
  3.14  Clipping Polygons
  3.15  Generating Characters
  3.16  SRGP_copyPixel
  3.17  Antialiasing
  3.18  Summary
	Exercises

Chapter 4
Graphics Hardware
  4.1   Hardcopy Technologies
  4.2   Display Technologies
  4.3   Raster-Scan Display Systems
  4.4   The Video Controller
  4.5   Random-Scan Display Processor
  4.6   Input Devices for Operator Interaction
  4.7   Image Scanners
	Exercises

Chapter 5
Geometrical Transformations
  5.1   2D Transformations
  5.2   Homogeneous Coordinates and Matrix Representation of 2D Transformations
  5.3   Composition fo 2D Transformations
  5.4   The Window-To-Viewport Transformation
  5.5   Efficiency
  5.6   Matrix Representation of 3D Transformations
  5.7   Composition of 3D Transformations
  5.8   Transformations as a Change in Coordinate System
	Exercises

Chapter 6
Viewing in 3D
  6.1   Projections
  6.2   Specifying an Arbitrary 3D View
  6.3   Examples of 3D Viewing
  6.4   The Mathematics of Planar Geometric Projections
  6.5   Implementing Planar Geometric Projections
  6.6   Coordinate Systems
	Exercises

Chapter 7
Object Hierarchy and Simple PHIGS (SPHIGS)
  7.1   Geometric Modeling
  7.2   Characteristics of Retained-Mode Graphics Packages
  7.3   Defining and Displaying Structures
  7.4   Modeling Transformations
  7.5   Hierachical Structure Networks
  7.6   Matrix Composition in Display Traversal
  7.7   Appearance-Attribute Handling in Hierarchy
  7.8   Screen Updating and Rendering Modes
  7.9   Structure Network Editing for Dynamic Effects
  7.10  Interaction
  7.11  Additional Output Features
  7.12  Implementation Issues
  7.l3  Optimizing Display of Hierarchical Models
  7.14  Limitations of Hierarchical Modeling in PHIGS
  7.15  Alternative Forms of Hierarchical Modeling
  7.16  Summary
	Exercises

Chapter 8
Input Devices, Interaction Techniques, and Interaction Tasks
  8.1   Interaction Hardware
  8.2   Basic Interaction Tasks
  8.3   Composite Interaction Tasks
	Exercises

Chapter 9
Dialogue Design
  9.1   The Form and Content of User-Computer Dialogues
  9.2   User-Interface Styles
  9.3   Important Design Considerations
  9.4   Modes and Syntax
  9.5   Visual Design
  9.6   The Design Methodology
	Exercises

Chapter 10
User Interface Software
 10.1   Basic Interaction-Handling Models
 10.2   Window-Management Systems
 10.3   Output Handling in Window Systems
 10.4   Input Handling in Window Systems
 10.5   Interaction-Technique Toolkits
 10.6   User-Interface Management Systems
	Exercises

Chapter 11
Representiing Curves and Surfaces
 11.1   Polygon Meshes
 11.2   Parametric Cubic Curves
 11.3   Parametric Bicubic Surfaces
 11.4   Quadric Surfaces
 11.5   Summary
	Exercises

Chapter 12
Solid Modeling
 12.1   Representing Solids
 12.2   Regularized Boolean Set Operations
 12.3   Primitive Instancing
 12.4   Sweep Representation
 12.5   Boundary Representations
 12.6   Spatial-Partitioning Representations
 12.7   Constructive Solid Geometry
 12.8   Comparison of Representations
 12.9   User Interfaces for Solid Modeling
 12.10  Summary
	Exercises

Chapter 13
Achromatic and Colored Light
 13.1   Achromatic Light
 13.2   Chromatic Color
 13.3   Color Models for Raster Graphics
 13.4   Reproducing Color
 13.5   Using Color in Computer Graphics
 13.6   Summary
	Exercises

Chapter 14
The Quest For Visual Realism
 14.1   Why Realism ?
 14.2   Fundamental Difficulties
 14.3   Rendering Techniques for Line Drawings
 14.4   Rendering Techniques for Shaded Images
 14.5   Improved Object Models
 14.6   Dynamics
 14.7   Stereopsis
 14.8   Improved Displays
 14.9   Interacting with Our Other Senses
 14.10  Aliasing and Antialiasing
 14.11  Summary
	Exercise

Chapter 15
Visible-Surface Determination
 15.1   Functions of Two Variables
 15.2   Techniques for Efficient Visible-Surface Algorithms
 15.3   Algorithms for Visible-Line Determination
 15.4   The z-Buffer Algorithm
 15.5   List-Priority Algorithms
 15.6   Scan-Line Algorithms
 15.7   Area-Subdivision Algorithms
 15.8   Algorithms for Octrees
 15.9   Algorithms for Curved Surfaces
 15.10  Visible-Surface Ray Tracing
 15.11  Summary
	Exercises

Chapter 16
Illumination And Shading
 16.1   Illumination Models
 16.2   Shading Models for Polygons
 16.3   Surface Detail
 16.4   Shadows
 16.5   Transparancy
 16.6   Interobject Reflections
 16.7   Physically Based Illumination Models
 16.8   Extended Light Sources
 16.9   Spectal Sampling
 16.10  Improving the Camera Model
 16.11  Global Illumination Algorithms
 16.12  Recursive Ray Tracing
 16.13  Radiosity Methods
 16.14  The Rendering Pipeline
 16.15  Summary
	Exercises

Chapter 17
Image Manipulation And Storage
 17.1   What Is an Image ?
 17.2   Filtering
 17.3   Image Processing
 17.4   Geometric Transformations of Images
 17.5   Multipass Transformations
 17.6   Image Compositing
 17.7   Mechanisms for Image Storage
 17.8   Special Effects with Images
 17.9   Summary
	Exercises

Chapter 18
Advanced Raster Graphics Architecture
 18.1   Simple Raster-Display System
 18.2   Display=-Processor Systems
 18.3   Standard Graphics Pipeline
 18.4   Introduction to Multiprocessing
 18.5   Pipeline Front-End Architectures
 18.6   Parallel Front-End Architectures
 18.7   Multiprocessor Rasterization Architectures
 18.8   Image-Parallel Rasterization
 18.9   Object-Parallel Rasterization
 18.10  Hybrid-Parallel Rasterization
 18.11  Enhanced Display Capabilities
 18.12  Summary
	Exercises

Chapter 19
Advanced Geometric And Raster Algorithms
 19.1   Clipping
 19.2   Scan-Converting Primitives
 19.3   Antialiasing
 19.4   The Special Problems of Text
 19.5   Filling Algorithms
 19.6   Making copyPixel Fast
 19.7   The Shape Data Structure and Shape Algebra
 19.8   Managing Windows with bitBlt
 19.9   Page-Description Languages
 19.10  Summary
	Exercises

Chapter 20
Advanced Modeling Techniques
 20.1   Extensions of Previous Techniques
 20.2   Procedural Models
 20.3   Fractal Models
 20.4   Grammar-Based Models
 20.5   Particle Systems
 20.6   Volume Rendering
 20.7   Physically Based Modeling
 20.8   Special Models for Natural and Synthetic Objects
 20.9   Automating Object Placement
 20.10  Summary
	Exercises

Chapter 21
Animation
 21.1   Conventional and Computer-Assisted Animation
 21.2   Animation Languages
 21.3   Methods of Controlling Animation
 21.4   Basic Rules of Animation
 21.5   Problems Peculiar to Animation
 21.6   Summary
	Exercises

Appendix
Mathematics For Computer Graphics
  A.1   Vector Spaces and Affine Spaces
  A.2   Some Standard Constructions in Vector Spaces
  A.3   Dot Products and Distances
  A.4   Matrices
  A.5   Linear and Affine Transformations
  A.6   Eigenvalues and Eigenvectors
  A.7   Newton-Raphson Iteraton for Root Finding
	Exercises


----------------------------------------------------------------------
 Jim West                      |  The Schainker Converse
 west@gsrc.enet.dec.com        |  to Hoare's Law :
                               |
 These are my opinions.        |   Inside every small problem
 Digital has no idea           |     is a larger problem struggling
 what I'm  saying.             |       to get out.
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