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Object-oriented systems have gained a great deal of popularity recently and their application to graphics has been very successful. This book documents a number of recent advances and indicates numerous areas of current research. The purpose of the book is: - to demonstrate the extraordinary practical utility of object-oriented methods in computer graphics (including user interfaces, image synthesis, CAD), - to examine outstanding research issues in the field of object-oriented graphics, and in particular to investi- gate extensions and shortcomings of the methodology when applied to computer graphics. Papers included in the book extend existing object-oriented graphical techniques, such as Smalltalk's "model view controller" or "constraints", introduce the use of complex and persistent objects in graphics, and give approaches to direct manipulation interfaces. The reader is presented with an in-depth treatment of a number of significant existing graphics systems, both for user interfaces and for image synthesis. There are theoretical surveys and chapters pointing to new directions in the broad field of computer graphics. Computer language scientists will find a useful critique of object-oriented language constructs and suggested ways to extend object-oriented theory.
Object-oriented concepts are particularly applicable to computer graphics in its broadest sense, including interaction, image synthesis, animation, and computer-aided design. The use of object-oriented techniques in computer graphics is a widely acknowledged way of dealing with the complexities encountered in graphics systems. But the field of object-oriented graphics (OOG) is still young and full of problems. This book reports on latest advances in this field and discusses how the discipline of OOG is being explored and developed. The topics covered include object-oriented constraint programming, object-oriented modeling of graphics applications to handle complexity, object-oriented techniques for developing user interfaces, and 3D modeling and rendering.
Object-Oriented Graphics Programming in C++ provides programmers with the information needed to produce realistic pictures on a PC monitor screen. The book is comprised of 20 chapters that discuss the aspects of graphics programming in C++. The book starts with a short introduction discussing the purpose of the book. It also includes the basic concepts of programming in C++ and the basic hardware requirement. Subsequent chapters cover related topics in C++ programming such as the various display modes; displaying TGA files, and the vector class. The text also tackles subjects on the processing of objects; how the ray tracing process works; how to put the program together and compile and run it; and animation. Computer programmers will find the book very useful.
The area of computer graphics is characterized by rapid evolution. New techniques in hardware and software developments, e. g. , new rendering methods, have led to new ap plications and broader acceptance of graphics in fields such as scientific visualization, multi-media applications, computer aided design, and virtual reality systems. The evolving functionality and the growing complexity of graphics algorithms and sys tems make it more difficult for the application programmer to take full advantage of these systems. Conventional programming methods are no longer suited to manage the increasing complexity, so new programming paradigms and system architectures are re quired. One important step in this direction is the introduction and use of object-oriented methods. Intuition teils us that visible graphical entities are objects, and experience has indeed shown that object-oriented software techniques are quite useful for graphics. The expressiveness of object-oriented languages compared to pure procedurallanguages gives the graphics application programmer much better support when transforming his mental intentions into computer code. Moreover, object-oriented software development is a, weil founded technology, allowing software to be built from reusable and extensible compo nents. This book contains selected, reviewed and thoroughly revised vers ions of papers submit ted to and presented at the Fourth Eurographies Workshops on Object-Oriented Graphics, held on May 9-11, 1994 in Sintra, Portugal.
Focuses on object-oriented methods to greatly enhance both the speed of processing and the quality of the resulting graphics. Includes a brief introduction to ray tracing as well as background on advanced topics. A ``User's Manual'' is also included for the ray tracing class library, with code examples for both basic and sophisticated ray tracing problems. Available on disk is a ray tracing library with source codes.
This book is a collection of the best papers originally presented as state-of-the-art reports or tutorials at the Eurographics '91 conference in Vienna. A choice has been made giving priority to timeless information. Another goal was to cover all aspects of computer graphics - except hardware - as completely as possible from modelling to advanced visualization and communication. The ten contributions by internationally renowned experts fulfil this goal perfectly. Some important problem areas treated from different viewpoints thus enhancing and deepening the reader's perspective.
This volume is a record of the first Eurographics Workshop on Multimedia, held at the department of Numerical Analysis and Computing Science (NADA), Royal Institute of Technology, Stockholm, April 18-19, 1991. Eurographics is the European Association for Computer Graphics. It is a non-profit organization, one of whose activities is organizing workshops to provide an interface between academic and industrial research in the field of computer graphics. The idea of holding a Eurographics workshop on multimedia was put forward at the Eurographics conference in 1989. Following the success of this first workshop, a second workshop has been announced, to take place in Darmstadt, May 4-6, 1992. The Stockholm workshop met with great interest and many good contributions were received by the program committee. There were approximately 40 participants and 23 presentations were given - so many indeed that one might characterize the workshop as a working conference - and there were many discussions focusing on the presentations. The presentations dealt with a range of topics, including the clarification of ideas about the different concepts in multimedia, object-oriented methods for multimedia, multimedia from psychological perspectives, synchronization problems in multimedia, cooperative work using multimedia, and building multimedia interfaces. The presentations were the focus for numerous discussions. There was also a small exhibition of four different multimedia systems, representing the spectrum from research prototypes to commercial products.
The Blaubeuren Conference "Theory and Practice of Geometric Modeling" has become a meeting place for leading experts from industrial and academic research institutions, CAD system developers and experienced users to exchange new ideas and to discuss new concepts and future directions in geometric modeling. The relaxed and calm atmosphere of the Heinrich-Fabri-Institute in Blaubeuren provides the appropriate environment for profound and engaged discussions that are not equally possible on other occasions. Real problems from current industrial projects as well as theoretical issues are addressed on a high scientific level. This book is the result of the lectures and discussions during the conference which took place from October 14th to 18th, 1996. The contents is structured in 4 parts: Mathematical Tools Representations Systems Automated Assembly. The editors express their sincere appreciation to the contributing authors, and to the members of the program committee for their cooperation, the careful reviewing and their active participation that made the conference and this book a success.