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The area of Computer Graphics has evolved over time and its original role in communication, design, entertainment and art has broadened to include a wide spectrum of applications including education, computer games, films and videos, medical applications, geographic information systems and much else besides. There has long been a need for a comprehensive book that provides a coherent introduction to this fast-moving area, and Adrian Thomas's beautifully illustrated and well-written work does just that.

Full colour throughout, the book explores programming language developments from machine code to more natural language forms, and the basic display operations and commands needed to create effective computer graphic systems. As the visual presentation of real and virtual environments becomes more and more the norm in application systems, a clear understanding of the theory that underpins these techniques is required of all students and practitioners studying and working on large computer systems.

A particular example is provided showing how interactively building a graphic model of a system can be used to construct a matching computer model of the system capable of demonstrating its behavior. This illustrates a powerful new range of design and simulation tools that arise from integrating computer and graphic modeling schemes.

Containing detailed programming examples along with an exploration of alternative algorithms to illustrate design options when building computer systems, this book provides a unique introduction to the complexities of integrating graphic and computer modeling and will be welcomed by all those interested in the way computers can be programmed to create images and environments.




The area of Computer Graphics has evolved over time and its original role in communication, design, entertainment and art has broadened to include a wide spectrum of applications including education, computer games, films and videos, medical applications, geographic information systems and much else besides. There has long been a need for a comprehensive book that provides a coherent introduction to this fast-moving area, and Adrian Thomas's beautifully illustrated and well-written work does just that.

Full colour throughout, the book explores programming language developments from machine code to more natural language forms, and the basic display operations and commands needed to create effective computer graphic systems. As the visual presentation of real and virtual environments becomes more and more the norm in application systems, a clear understanding of the theory that underpins these techniques is required of all students and practitioners studying and working on large computer systems.

A particular example is provided showing how interactively building a graphic model of a system can be used to construct a matching computer model of the system capable of demonstrating its behavior. This illustrates a powerful new range of design and simulation tools that arise from integrating computer and graphic modeling schemes.

Containing detailed programming examples along with an exploration of alternative algorithms to illustrate design options when building computer systems, this book provides a unique introduction to the complexities of integrating graphic and computer modeling and will be welcomed by all those interested in the way computers can be programmed to create images and environments.




The area of Computer Graphics has evolved over time and its original role in communication, design, entertainment and art has broadened to include a wide spectrum of applications including education, computer games, films and videos, medical applications, geographic information systems and much else besides. There has long been a need for a comprehensive book that provides a coherent introduction to this fast-moving area, and Adrian Thomas's beautifully illustrated and well-written work does just that.

Full colour throughout, the book explores programming language developments from machine code to more natural language forms, and the basic display operations and commands needed to create effective computer graphic systems. As the visual presentation of real and virtual environments becomes more and more the norm in application systems, a clear understanding of the theory that underpins these techniques is required of all students and practitioners studying and working on large computer systems.

A particular example is provided showing how interactively building a graphic model of a system can be used to construct a matching computer model of the system capable of demonstrating its behavior. This illustrates a powerful new range of design and simulation tools that arise from integrating computer and graphic modeling schemes.

Containing detailed programming examples along with an exploration of alternative algorithms to illustrate design options when building computer systems, this book provides a unique introduction to the complexities of integrating graphic and computer modeling and will be welcomed by all those interested in the way computers can be programmed to create images and environments.


Content:
Front Matter....Pages i-xxi
Models: Language, Graphic, Analogue, Scale, Mathematical & Computer Models....Pages 1-32
Computer Languages: & Java Programming....Pages 33-70
Programming Development Environment for Graphics....Pages 71-102
Conditional Action-Spatial Searching & Problem Solving....Pages 103-134
Display System and Hardware Programming Primitives....Pages 135-176
Computer Hardware and Low Level Machine Language Programming....Pages 177-222
Intermediate, Assembler Language Programming Macro Expansions, and Expression Translation....Pages 223-272
Higher Level Languages – Translation, Interpretation and Scripting....Pages 273-320
Primitive, Raster- Infill Operations: Line Interpolation....Pages 321-358
Area Fill, Masks, Circles and Thick Line Interpolation....Pages 359-402
Parametric Line Interpolation & Keyframe Infill “Inbetweening” Film Animation....Pages 403-456
Geometry, Algebras, Co-ordinate Systems, and Transformations....Pages 457-498
Spatial Relationships Overlap & Adjacency: Point to Line to Area....Pages 499-532
Spatial Relationships Overlap & Adjacency Polygon on Polygon....Pages 533-570
Spatial Relationships Overlap & Adjacency Rectangle-Rectangle Window on Window....Pages 571-614
GUI: Graphic User Interfaces: Control Design Animation & Simulation Systems....Pages 615-678
Back Matter....Pages 679-685


The area of Computer Graphics has evolved over time and its original role in communication, design, entertainment and art has broadened to include a wide spectrum of applications including education, computer games, films and videos, medical applications, geographic information systems and much else besides. There has long been a need for a comprehensive book that provides a coherent introduction to this fast-moving area, and Adrian Thomas's beautifully illustrated and well-written work does just that.

Full colour throughout, the book explores programming language developments from machine code to more natural language forms, and the basic display operations and commands needed to create effective computer graphic systems. As the visual presentation of real and virtual environments becomes more and more the norm in application systems, a clear understanding of the theory that underpins these techniques is required of all students and practitioners studying and working on large computer systems.

A particular example is provided showing how interactively building a graphic model of a system can be used to construct a matching computer model of the system capable of demonstrating its behavior. This illustrates a powerful new range of design and simulation tools that arise from integrating computer and graphic modeling schemes.

Containing detailed programming examples along with an exploration of alternative algorithms to illustrate design options when building computer systems, this book provides a unique introduction to the complexities of integrating graphic and computer modeling and will be welcomed by all those interested in the way computers can be programmed to create images and environments.


Content:
Front Matter....Pages i-xxi
Models: Language, Graphic, Analogue, Scale, Mathematical & Computer Models....Pages 1-32
Computer Languages: & Java Programming....Pages 33-70
Programming Development Environment for Graphics....Pages 71-102
Conditional Action-Spatial Searching & Problem Solving....Pages 103-134
Display System and Hardware Programming Primitives....Pages 135-176
Computer Hardware and Low Level Machine Language Programming....Pages 177-222
Intermediate, Assembler Language Programming Macro Expansions, and Expression Translation....Pages 223-272
Higher Level Languages – Translation, Interpretation and Scripting....Pages 273-320
Primitive, Raster- Infill Operations: Line Interpolation....Pages 321-358
Area Fill, Masks, Circles and Thick Line Interpolation....Pages 359-402
Parametric Line Interpolation & Keyframe Infill “Inbetweening” Film Animation....Pages 403-456
Geometry, Algebras, Co-ordinate Systems, and Transformations....Pages 457-498
Spatial Relationships Overlap & Adjacency: Point to Line to Area....Pages 499-532
Spatial Relationships Overlap & Adjacency Polygon on Polygon....Pages 533-570
Spatial Relationships Overlap & Adjacency Rectangle-Rectangle Window on Window....Pages 571-614
GUI: Graphic User Interfaces: Control Design Animation & Simulation Systems....Pages 615-678
Back Matter....Pages 679-685
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