- •1. TABLE OF CONTENTS
- •2. AN INTRODUCTION TO UNIX
- •2.1 OVERVIEW
- •2.2 UNIX
- •2.2.1 Using UNIX Workstations in general:
- •2.2.2 Directories, Files, Etc.
- •2.2.3 Advanced Concepts
- •2.3 THE NETWORK
- •2.4 GOOD MANNERS
- •3. THE INTERNET
- •3.1 NETWORKS
- •3.1.1 Computer Addresses
- •3.2 NETWORK TYPES
- •3.2.1 Permanent Wires
- •3.2.2 Phone Lines
- •3.3 NETWORK PROTOCOLS
- •3.3.1 Mail Transfer Protocols
- •3.3.1.1 - Attachments
- •3.3.1.2 - Mail Lists
- •3.3.2 FTP - File Transfer Protocol
- •3.3.3 News
- •3.3.4 HTTP - Hypertext Transfer Protocol
- •3.3.5 Chat
- •3.3.6 Novell
- •3.3.7 Security
- •3.4 DATA FORMATS
- •3.4.1 HTML - Hyper Text Markup Language
- •3.4.1.1 - Publishing Web Pages
- •3.4.2 URLs
- •3.4.3 Hints
- •3.4.4 Specialized Editors
- •3.4.6 Encryption
- •3.4.7 Compression
- •3.5 PULLING ALL THE PROTOCOLS AND FORMATS TOGETHER WITH BROWSWERS
- •3.6 OTHER STUFF
- •3.6.1 Clients and Servers
- •3.6.2 Java
- •3.6.3 Javascript
- •3.6.5 Searches
- •3.6.6 ActiveX
- •3.6.7 Graphics
- •3.6.8 Animation
- •3.6.9 Video
- •3.6.10 Sounds
- •3.6.11 Other Program Files
- •3.6.12 Fancy Stuff
- •4. TEACHING WITH THE INTERNET
- •4.1 LECTURES
- •4.1.1 Equipment
- •4.1.2 Techniques
- •4.2 ON-LINE NOTES
- •4.3 ON-LINE MARKING
- •4.3.1 Web Pages
- •4.3.2 email
- •4.4 The Time-Line For My First On-Line Course (Fall 1996)
- •5. WWW and HTML
- •5.1 Why Bother?
- •5.2 Where to Find Netscape
- •5.3 How to Get Your Own Home Page
- •5.4 How to Create a file
- •5.5 Resources
- •6. A BASIC INTRODUCTION TO ‘C’
- •6.2 BACKGROUND
- •6.3 PROGRAM PARTS
- •6.4 HOW A ‘C’ COMPILER WORKS
- •6.5 STRUCTURED ‘C’ CODE
- •6.6 ARCHITECTURE OF ‘C’ PROGRAMS (TOP-DOWN)
- •6.7 CREATING TOP DOWN PROGRAMS
- •6.8.1 Objectives:
- •6.8.2 Problem Definition:
- •6.8.3 User Interface:
- •6.8.3.1 - Screen Layout (also see figure):
- •6.8.3.2 - Input:
- •6.8.3.3 - Output:
- •6.8.3.4 - Help:
- •6.8.3.5 - Error Checking:
- •6.8.3.6 - Miscellaneous:
- •6.8.4 Flow Program:
- •6.8.5 Expand Program:
- •6.8.6 Testing and Debugging:
- •6.8.7 Documentation
- •6.8.7.1 - Users Manual:
- •6.8.7.2 - Programmers Manual:
- •6.8.8 Listing of BeamCAD Program.
- •6.9 PRACTICE PROBLEMS
- •7. GUI DESIGN
- •7.1 PRACTICE PROBLEMS
- •8. AN EXAMPLE - BEAMCAD
- •9. PROGRAMMING IN JAVA
- •9.1 OVERVIEW
- •9.2 THE LANGUAGE
- •9.3 OBJECT ORIENTED PROGRAMMING
- •9.4 REFERENCES/BIBLIOGRAPHY
- •10. DATABASES
- •11. MESSAGE PASSING ON NETWORKS
- •12. MATHEMATICAL ELEMENTS OF COMPUTER GRAPHICS
- •12.1 INTRODUCTION
- •12.2 PIXELS
- •12.2.1 The Perspective Transform
- •12.3 LINE DRAWING
- •12.3.1 Hidden Lines
- •12.4 POLYGON DRAWING
- •12.5 SHADED POLYGONS
- •12.6 COLORS
- •12.6.1 Color Maps
- •12.6.1.1 - Quantization with an Octree RGB Cube
- •12.6.1.1.1 - Algorithm and Implementation
- •12.6.1.1.2 - Color Quantization Data Structures
- •12.7 DITHERING
- •12.7.1 A Model for Light Ray Reflection
- •12.7.2 A Model for Light Ray Refraction:
- •12.7.3 A Model for Specular Reflection of Point Light
- •12.8 RAY TRACING
- •12.8.1 Basic Ray Tracing Theory
- •12.8.1.1 - A Model for Diffuse Reflection of Ambient Light
- •12.8.1.2 - A Model for Diffuse Reflection of Point Light:
- •12.8.1.3 - Collision of a Ray with a Sphere:
- •12.8.1.4 - Collision of a Ray With a Plane:
- •12.8.1.5 - Mapping a Pattern
- •12.8.2 Ray Tracer Algorithms
- •12.8.3 Bounding Volumes
- •12.8.4 Shadows
- •12.8.5 Aliasing
- •12.8.6 Advanced topics
- •12.9 RADIOSITY
- •12.10 ADVANCED GRAPHICS TECHNIQUES
- •12.10.1 Animation
- •12.11 REFERENCES
- •12.12 PRACTICE PROBLEMS
- •13. NEW TOPICS
- •13.1 VIRTUAL REALITY
- •13.2 MULTIMEDIA
- •14. VISIONS SYSTEMS
- •14.1 OVERVIEW
- •14.2 APPLICATIONS
- •14.3 LIGHTING AND SCENE
- •14.4 CAMERAS
- •14.5 FRAME GRABBER
- •14.6 IMAGE PREPROCESSING
- •14.7 FILTERING
- •14.7.1 Thresholding
- •14.8 EDGE DETECTION
- •14.9 SEGMENTATION
- •14.9.1 Segment Mass Properties
- •14.10 RECOGNITION
- •14.10.1 Form Fitting
- •14.10.2 Decision Trees
- •14.11 PRACTICE PROBLEMS
- •15. SIMULATION
- •15.1 MODEL BUILDING
- •15.2 ANALYSIS
- •15.3 DESIGN OF EXPERIMENTS
- •15.4 RUNNING THE SIMULATION
- •15.5 DECISION MAKING STRATEGY
- •15.6 PLANNING
- •15.7 NEURAL NETWORK THEORY
- •16. ARTIFICIAL INTELLIGENCE (AI)
- •16.1 OVERVIEW
- •16.2 EXPERT SYSTEMS
- •16.3 FUZZY LOGIC
- •16.4 NEURAL NETWORKS
- •16.4.1 Neural Network Calculation of Inverse Kinematics
- •16.4.1.1 - Inverse Kinematics
- •16.4.1.2 - Feed Forward Neural Networks
- •16.4.1.3 - The Neural Network Setup
- •16.4.1.4 - The Training Set
- •16.4.1.5 - Results
page 153
•Multiple light sources,
•Splines as primitives,
•Estimates of non-point light sources,
•New primitives,
12.9 RADIOSITY
• An emerging technique for rendering ---XXXXXXXXXX
12.10 ADVANCED GRAPHICS TECHNIQUES
12.10.1 Animation
•To simulate motion we collect a set of still frames of a rendered object being translated and rotated. These are played back to simulate the motion.
•The paths of motion may be defined using splines, equations, functions, etc.
•Some tricks used for doing animation are,
-Only drawing the part of the screen that is changing
-Blurring images for fast moving objects reduced the flicker.
-Alternating two pictures (double buffering). While one picture is being drawn, the previous picture is displayed.
•Buffer swapping gives smooth looking graphics by:
i)Swapping the screen with a memory block,
ii)Erasing the previous image (within a bounding box),
iii)Redrawing the image,
iv)Repeat the loop.
•When using interactive animations a program structure is required that separated user inputs from rendering.