From Pixels to Animation

From Pixels to Animation

An Introduction to Graphics Programming

1st Edition - January 1, 1994

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  • Author: James Alan Farrell
  • eBook ISBN: 9781483265681

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Description

From Pixels to Animation: An Introduction to Graphics Programming deals with the C programming language, particularly for the Borland C and Microsoft C languages. The book reviews the basics of graphics programming, including graphics hardware, graphs, charts, changing colors, 3D graphics, high level functions provided by Borland and Microsoft C. The text also explains low-level graphics, getting around the limitations of standard, graphics libraries, SVGA programming, and creating graphics functions. Advanced topics include linear transformations, ray tracing, and fractals. The book explains in detail the aspect ratio of pixels (length of the pixel dot divided by its width), pixel colors, line styles, and the functions to create the graphic. The text also describes the presentation of a three-dimensional object by using perspective, shading, and texturing. Between the operating system, which carries out the instruction of the program, and the hardware, which displays the output of the program, is the Basic Input/Output Services (BIOS). The BIOS is a set of routine instruction inside the different parts or hardware devices in the computer. The book explains programing animation effects by utilizing routines provided by Microsoft or Borland. The text also notes that a programmer can create good animation effects by directly addressing the graphics adapter, bypassing the BIOS or the high-level routines created by Microsoft or Borland. The book is suitable for beginning programmers, computer science, operators, animators, and artists involved with computer aided designs.

Table of Contents


  • Preface

    Chapter 1 Graphics Displays

    Overview

    The Basic Monochrome Monitor

    Pixels and the Frame Buffer

    Other Things that are Good to Know

    A More Advanced Monochrome Monitor

    Dot Pitch

    Color Monitors

    Color Mixing

    Additive and Subtractive Color Mixing

    How Color Monitors Work

    Color Palettes and the Color Frame Buffer

    IBM PC Monitors

    The Hercules Monitor

    The CGA Monitor

    The EGA Monitor

    The MCGA Monitor

    The VGA Monitor

    SVGA Monitors

    Chapter 2 The Borland Graphics Interface

    Setting Up to do Graphics

    Initgraph( ) and Detectgraph( )

    Graphresult( ) and Grapherrormsg( )

    Getgraphmode( ), Setgraphmode( )

    Closegraph( )

    Graphics Primitives

    Pixels and Putpixel( )

    Getmaxx( ), Getmaxy( ) and Getmaxcolor( )

    Cleardevice( )

    Lines

    Lineto( ), Linerel( ), Moveto( ), Moverel( )

    Circles, Ellipses, Arcs, and Sectors

    Drawpoly( ) and Rectangle( )

    More Advanced Primitives

    Line Styles

    Filling Things: Fillpoly( ), Fillellipse( ), Floodfill( )

    Changing Fill Styles and the Fill Color

    Linking .BGI Files into a Program

    BGIOBJ.EXE

    Methods of Linking

    Chapter 3 Text in Graphics Modes

    Fonts

    Borland Supplied Fonts

    Bitmapped

    Triplex

    Small

    SanSerif

    Gothic

    Creating New Fonts

    Creating a Bitmapped Font

    Creating a Stroked Font

    Chapter 4 Microsoft C Graphics

    Setting Up to do Graphics

    _Setvideomode( ) and _Getvideoconfig( )

    Graphics Primitives

    _Setpixel( ), _Setcolor( )

    Viewports and Windows

    _Clearscreen( )

    Drawing Lines

    Drawing Circles, Ellipses, Arcs, and Pie Slices

    Drawing Rectangles and Polygons

    Patterned Lines

    Filling Shapes

    Text in Graphics Mode

    Registering Fonts

    Setting the Current Font

    Writing Text in Graphics Mode

    Chapter 5 Graphs and Charts

    Graphing Data

    Cartesian Coordinates

    Polar Coordinates

    Drawing Charts

    Bar Charts

    Pie Charts

    Chapter 6 Color Models and Programming Colors

    Color Mixing and Color Models

    The CMY and RGB Color Models

    Other Color Models

    Changing the Palette

    The VGA Monitor

    Half-Toning and Dithering

    Dithering

    Half-Toning

    Programming the CGA

    Chapter 7 Three-Dimensional Graphics

    Perspective

    Projecting a 3D Image Onto a 2D Screen

    Single Vanishing Point Perspective

    Double Vanishing Point Perspective

    Shading

    Texturing

    Texturing and Reflection

    Texturing and Perspective

    Chapter 8 The BIOS Graphics Interface

    DOS and BIOS

    Layers of DOS

    Communicating with DOS and BIOS

    BIOS Interrupt 0x10 Graphics Services

    Setting Pixels Using BIOS

    Clearing the Screen using BIOS

    Changing Color Palettes Using BIOS

    Chapter 9 SVGA Programming

    VESA

    SVGA Graphics Modes

    SVGA BIOS Interrupts

    SVGA BIOS Service 0x00—Return SVGA Information

    SVGA BIOS Service 0x01—Return Mode Information

    SVGA BIOS Service 0x02—Setting the Video Mode

    Plotting Pixels on SVGA Monitors

    The SVGA Library

    Functions in SVGALib

    Inside SVGALib

    Global Variables

    SVGALib Functions

    Chapter 10 Creating Your Own Graphics Primitives

    Drawing Lines

    The Obvious Method

    Bresenham's Method

    Drawing Circles

    Drawing Ellipses

    Drawing Arcs

    Chapter 11 Filling Primitives

    SVGA_Set_Fil_Pattern( )

    The Fill_Line( ) Function

    SVGA_Fill_Rectangle( ) and SVGA_Fill_Ellipse( )

    SVGA_Floodfill( )

    SVGA_Polyfill( )

    Chapter 12 Animation

    Simple Animation

    Using Getimage( ) and Putimage( ) for Animation

    Using Paging

    Animation by Manipulating Colors

    Chapter 13 Linear Transformations in Computer Graphics

    Matrices for C Programmers

    Linear Transformations in Graphics

    An Example: Rotating an Ellipse

    Other Transformations

    Translation

    Rotation with a 3 x 3 Matrix

    Scaling

    Shear in X

    Shear in Y

    Mirror Across the X Axis

    Mirror Across the Y Axis

    Mirror Across Both Axes

    Miscellaneous

    Chapter 14 Ray Tracing

    Theory of Ray Tracing

    Tracing a Ray in Two Dimensions

    3D Cartesian Geometry

    3D Coordinate Space

    Lines in 3 Dimensions

    Surfaces in 3 Dimensions

    Ellipses in 3 Dimensions

    Refraction

    Ray Tracing in 3 Dimensions

    Representing a 3D World in the Computer

    Practical Concerns

    Other Suggestions

    Chapter 15 Fractals

    The History of Fractals

    Problems with Conventional Math

    Fractional Dimensions

    Cellular Automata

    Chaos

    The Mandelbrot Set

    Fractals

    Practical Fractals

    A Simplified Symmetric Tree

    A Less Simplified Asymmetric Tree

    A Surprisingly Realistic Tree

    A Windblown Tree

    Other Shapes

    How Fractals Model Nature

    Iterated Function Systems

    Sierpinsky's Triangle Again

    A Deeper look at Self-Similarity

    The Iterated Function System

    Appendix A Borland Graphies Interface

    Appendix B Microsoft Graphies Functions

    Appendix C SVGALib Constants and Functions

    Appendix D Interrupt 0x10, BIOS Graphies Interface

    Appendix E VESA VBE 1.2 SVGA Data Structures and Functions

    Appendix F PC Monitor Modes

    Appendix G Mouse BIOS Functions

    Appendix H IBM PC Extended ASCII Codes

    Appendix I The IBM PC Keyboard

    Index

Product details

  • No. of pages: 692
  • Language: English
  • Copyright: © Academic Press 1994
  • Published: January 1, 1994
  • Imprint: Academic Press
  • eBook ISBN: 9781483265681

About the Author

James Alan Farrell

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