By Jim X. Chen
Present pics software program and mix to permit multiple-level performance and open up new software components for scientists of all disciplines, and for computing device scientists and engineers particularly. This built-in advisor explains and lists available and typical pictures software program instruments and their purposes, whereas additionally serving as a shortcut to photographs thought and programming. It grounds readers in basic thoughts and is helping them use visualization, modeling, simulation, and digital fact to counterpoint and increase their paintings.
* finished and functional assurance of software program photographs instruments
* offers a uniquely classified compendium of 265 3D pictures software program instruments
* Concise listings of structures and pricing, purposes, examples, services, and similar internet assets
* Shortcut to useful images rules and strategies
* contains a CD-ROM with broad choice of resource code and executables
* huge tips that could web content and different confirmed valuable assets
* Combines concept and OpenGL programming with an available technique
Readers will locate the e-book an authoritative and invaluable catalogue of functional, operating software program instruments and techniques.
About the writer: Jim Chen is director of the pc photos Laboratory at George Mason college and editor of the visualization column, and the Visualization Portal (website), for the IEEE journal, Computing in technology and Engineering.
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Extra resources for Guide to Graphics Software Tools
In the antialiased line algorithm, D is the distance from the center of the current pixel to the center of the line. W Given D, please calculate the distances from NE and X pixels (DX and DNE). N b. decreasing the sampling rate d. calculating the areas of overlap DNE = NE α E S DX = X 11. In the antialiased line algorithm, d is the decision factor for choosing East or Northeast, and D is the distance from the center of the current pixel to the center of the line. Given the line starting (0,0) as in the figure, please calculate d and D for the dark pixel.
Instead, they are represented by bitmap font images — each character is saved in a rectangular binary array of pixels, called a bitmap. The shapes in small bitmaps do not scale well. Therefore, more than one bitmap must be defined for a given character for different sizes and type faces. Bitmap fonts are loaded into a font cache (fast memory) to allow quick retrieval. Displaying a character is simply copying its image from the font cache into the frame buffer at the desired position. During the copying process, colors may be used to draw into the frame buffer replacing the 1s and 0s in the bitmap font images.
JOGL’s Class GLUT provides a simple platform-independent subset of bitmap and stroke font methods in 3D environment. glutBitmapCharacter() will draw a bitmap character at the current raster position. The current raster position is a point (x, y, z) in the viewing volume, which is specified by glRasterPos3f(x, y, z). glutBitmapString() will draw a string of bitmap characters at the current raster position. glutStrokeCharacter() will draw a stroke character at the current raster position. glutStrokeString() will draw a string of stroke characters at the current raster position.