Graphics Reference
In-Depth Information
II
Introduction to Part II
In Part I, we studied “building interactive applications,” where we concentrated on
interaction with the user and software architectures. We are now ready to include
computer graphics in our programs. It is important to clarify once again that
we are learning computer graphics concepts in the context of building interactive
applications. In this way, we will only concentrate on a relevant subset of topics.
For simplicity and ease of presentation, all topics will be presented in 2D. As
we will see in Chapter 16 (in Part III), except for rotation, all concepts learned
(including all tutorials) generalize to 3D in straightforward ways.
Essential computer graphics concepts for building interactive graphics appli-
cations include understanding of graphics primitives and approaches to organize
these primitives with transformation operators for interaction purposes.
Graphics primitives. Chapter 7 discusses the different types of graphics
primitives and their attributes. The associated tutorials develop an object-
oriented class hierarchy to encapsulate the functionality and behaviors for
graphics primitives.
Transformation operators. Chapter 8 introduces (and reviews) the basic
affine transformation operators. Chapter 9 discusses approaches and moti-
vations for combining (concatenating) these transformation operators.
Coordinate systems. Chapter 10 discusses approaches to take advantage of
the graphics hardware to create virtual coordinate spaces that are convenient
for designing graphical scenes and for interacting with graphical objects.
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