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Chapter 1: Elementary ConceptsIn this chapter, we will first understand and appreciate the nature of discreteness of displayed graphics on computer screens. We will then see that x- and y- coordinates need not necessarily be pixel numbers, also known as device coordinates. Chapter 2: Applied Geometry Since polygons in general are difficult to handle, we will divide them into triangles, as we will discuss in the last section of this chapter. Chapter 3: Geometrical Transformations To understand perspective projection, which we will discuss in Chapter 5, we need to be familiar with 3D rotations. These and other transformations will be discussed in this chapter. Chapter 4: Some Classic Algorithms This chapter is about some well-known graphics algorithms for (a) computing the coordinates of pixels that comprise lines and circles, (b) clipping lines and polygons, and (c) drawing smooth curves. Chapter 5: Perspective In this chapter, the computation of the perspective image of a point is done in two steps: a viewing transformation followed by a perspective transformation. Chapter 6: Hidden-Line Elimination Chapter 7: Hidden-Face Elimination In this chapter, the viewpoint will be taken care of automatically, so that the invisible faces of a cube, also known as back faces, are omitted regardless of the chosen viewpoint. Chapter 8: Fractals This chapter introduces the basic concepts and program implementation of fractals. It starts with a simple type of fractal curves, then focuses on a grammar-based generic approach for generating different types of fractal images, and finally discusses the well-known Mandelbrot set. Appendix A: Linear Interpolation of 1/z Appendix B: A Note on Event Handling Appendix C: File Obj3D.java Appendix D: Class CvHLines.java Appendix E: Some Applications Appendix F: Hints and Solutions to Exercises
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Chapter 1: Elementary Concepts