The Mathematical Structure of Raster Graphics
eBook - PDF

The Mathematical Structure of Raster Graphics

  1. 236 pages
  2. English
  3. PDF
  4. Available on iOS & Android
eBook - PDF

The Mathematical Structure of Raster Graphics

Book details
Table of contents
Citations

About This Book

The Mathematical Structure of Raster Graphics presents a mathematical characterization of the structure of raster graphics, a popular and diverse form of computer graphics. The semantics and theory of the mathematical structure of raster graphics are discussed. Notations that help to clarify some of the concepts generally considered to be fundamental to computer graphics are included. Comprised of seven chapters, this book begins with a description of a general framework for specifying and manipulating scenes. Basic graphic entities, called primitive graphic objects, are defined using a simple notation over a Euclidean space. The reader is then introduced to a semantics of visibility; a mathematical semantics of rendering, developed using the very basic notion of measure; and a mathematical formalization of bit-mapped graphics. A framework for specifying illumination models is also described, along with the complexity of abstract ray tracing. This monograph will be a useful resource for undergraduate and graduate students, researchers, and practitioners in the fields of mathematics and computer graphics, and to those with some basic computer graphics background.

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Yes, you can access The Mathematical Structure of Raster Graphics by Eugene L. Fiume in PDF and/or ePUB format, as well as other popular books in Informatik & Informatik Allgemein. We have over one million books available in our catalogue for you to explore.

Information

Year
2014
ISBN
9781483260822

Table of contents

  1. Front Cover
  2. The Mathematical Structure of Raster Graphics
  3. Copyright Page
  4. Table of Contents
  5. Acknowledgements
  6. The First Word
  7. Notation
  8. 0. Motivation and Overview
  9. Chapter 1. Scene Specification
  10. Chapter 2. Visibility
  11. Chapter 3. Rendering
  12. Chapter 4. Bit-Mapped Graphics
  13. Chapter 5. Illumination Models
  14. Chapter 6. The Complexity of Abstract Ray Tracing
  15. Chapter 7. The Last Word
  16. References
  17. Index