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Computer animation : programming methods and techniques

Computer animation : programming methods and techniques

Material type
단행본
Personal Author
Sanchez, Julio, 1938- Canton, Maria P.
Title Statement
Computer animation : programming methods and techniques / Julio Sanchez and Maria P. Canton.
Publication, Distribution, etc
New York :   McGraw-Hill,   1995.  
Physical Medium
xii, 470 p.: ill. ; 23 cm.
ISBN
0070549648
General Note
Includes index.  
Subject Added Entry-Topical Term
Computer animation. Windows (Computer programs).
000 00767camuuu200253 a 4500
001 000000919924
005 19990119113026.0
008 950110s1995 nyua 001 0 eng
010 ▼a 94047025
020 ▼a 0070549648
040 ▼a DLC ▼c DLC ▼d DLC ▼d 244002
049 0 ▼l 151024979
050 0 0 ▼a TR897.7 ▼b .S36 1995
082 0 0 ▼a 006.6 ▼2 20
090 ▼a 006.6 ▼b S211c
100 1 ▼a Sanchez, Julio, ▼d 1938-
245 1 0 ▼a Computer animation : ▼b programming methods and techniques / ▼c Julio Sanchez and Maria P. Canton.
260 ▼a New York : ▼b McGraw-Hill, ▼c 1995.
300 ▼a xii, 470 p.: ▼b ill. ; ▼c 23 cm.
500 ▼a Includes index.
630 0 0 ▼a MS-DOS (Computer file)
650 0 ▼a Computer animation.
650 0 ▼a Windows (Computer programs).
700 1 ▼a Canton, Maria P.

Holdings Information

No. Location Call Number Accession No. Availability Due Date Make a Reservation Service
No. 1 Location Sejong Academic Information Center/Science & Technology/ Call Number 006.6 S211c Accession No. 151024979 Availability Available Due Date Make a Reservation Service C M

Contents information

Table of Contents


CONTENTS
Preface = xi
Part 1 Animation Fundamentals
 Chapter 1 The Dynamics of Computer Graphics = 3
  1.0 Digital Simulation of Movement = 3
  1.1 Conventional Animation = 4
   1.1.1 Historical Background = 4
   1.1.2 Cartoon Animation Techniques = 5
   1.1.3 Photographic Manipulations in Cartoon Animation = 7
  1.2 Computer Animation = 8
   1.2,1 Animating in Real Time = 9
   1.2.2 Frame-by-Frame Animation = 10
   1.2.3 Interactive Animation = 11
   1.2.4 Random or Unpredictable Elements in Animation = 11
  1.3 Motion Control Techniques = 12
   1.3.1 Tweening and Morphing = 12
   1.3.2 Path-of-Motion Calculations = 13
   1.3.3 Color-Shift Animation = 15
   1.3.4 Object Rendering = 15
  1.4 Applications of Computer Animation = 18
   1.4.1 Simulators and Trainers = 19
   1.4.2 Electronic Games = 19
   1.4.3 Business presentations and Marketing = 20
   1.4.4 Artificial Life = 20
   1.4.5 Virtual Reality = 21
   1.4.6 Fractal Graphics = 21
  1.5 The Animator's Predicament = 23
 Chapter 2 Graphical Image Structures = 25
  2.0 Image Storage for Animation = 25
   2.0.1 Pixel Maps Versus Vector Commands = 25
  2.1 Device-Independent Graphics = 27
   2.1.1 Software Environment for PC Animation = 28
  2.2 A Virtual Graphics Machine = 29
   2.2.1 The Virtual Graphics Device = 30
   2.2.2 The Graphics Primitives = 31
   2.2.3 Input Functions = 32
   2.2.4 Display File Structure = 32
   2.2.5 Image Data in the Display File = 33
   2.2.6 Display File Commands = 34
  2.3 Graphics Software Standards = 35
   2.3.1 Graphics Support from System Software = 35
  2.4 Storage of the Graphical Image = 36
   2.4.1 Geometrical Image Elements = 36
   2.4.2 Nongeometrical Image Elements = 40
  2.5 Image Mapping = 40
   2.5.1 Video Buffer = 40
   2.5.2 Image Buffer = 41
   2.5.3 Viewport = 42
   2.5.4 Window = 42
   2.5.5 Graphics Modeling = 42
  2.6 The Disphay File = 44
   2.6.1 Image File = 45
   2.6.2 Image Segments = 46
   2.6.3 Image Descriptors = 46
 Chapter 3 Operations on Geometrical Images = 49
  3.0 Operations on Segments = 49
   3.0.1 Creating the Segment = 49
   3.0.2 Opening and Closing the Segment = 50
   3.0.3 Renaming and Deleting the Segment = 50
  3.1 Segment Attributes = 50
   3.1.1 Visibility Attribute = 51
   3.1.2 Line Color, Fill Color, and Line Style = 51
   3.1.3 Foreground Priority = 52
  3.2 Graphical Data Structures = 52
   3.2.1 Display File Elements = 53
  3.3 Image Transformations = 58
   3.3.1 The Coordinates Matrix = 59
  3.4 Matrix Arithmetic = 60
   3.4.1 Scalar-by-Matrix Operations = 61
   3.4.2 Matrix Addition and Subtraction = 61
   3.4.3 Matrix Multipllcation = 61
  3.5 Geometrical Transformations = 63
   3.5.1 Translation = 63
   3.5.2 Scalling = 64
   3.5.3 Rotation = 66
   3.5.4 Homogeneous Coordinates = 68
   3.5.5 Concatenation = 70
  3.6 Image Transformations in Animation = 72
   3.6.1 Translation, Rotation, and Scalling Animation = 72
   3.6.2 Complex Animation = 73
 Chapter 4 Bitmap Image Acquisition and Encoding = 75
  4.0 Pixel-Coded Image Data = 75
   4.0.1 Raw Image Data = 76
   4.0.2 Monochrome and Color Bitmaps = 77
   4.0.3 Compression = 78
   4.0.4 Encoders and Decoders = 81
  4.1 The GIF File Structure = 82
   4.1.1 GIF File Structure = 82
  4.2 The TIFF Format = 88
   4.2.1 TIFF File Structure = 89
   4.2.2 TIFF Tags for Bllevel Images = 93
   4.2.3 Locating TIFF Image Data = 96
   4.2.4 Processing TIFF Image Data = 96
   4.2.5 TIFF Software = 98
  4.3 Bitmap Image Acquisition = 109
   4.3.1 Legal Considerations = 110
Part 2 Animation Programming
 Chapter 5 Animation in VGA Graphics = 115
  5.0 The VGA Characterictics = 115
   5.0.1 VGA Standard Modes = 116
   5.0.2 VGA Standard Modes = 116
   5.0.3 VGA Nonstandard Modes = 117
  5.1 VGA Architecture = 118
   5.1.1 Video Memory = 119
  5.2 The VGA Registers = 122
   5.2.1 VGA General Reglsters = 123
   5.2.2 VGA CRT Controller = 125
   5.2.3 VGA Sequencer = 127
   5.2.4 VGA Graphics Controller = 129
   5.2.5 VGA Attribute Controller = 137
  5.3 VGA Digital-to-Analog Converter(DAC) = 142
 Chapter 6 VGA Drovers for Standard Modes = 145
  6.0 VGA Device Drivers = 145
   6.0.1 Standard Mode VGA Device Drivers = 145
  6.1 VGA Programmung Levels = 146
  6.2 Device Drivers and Primitives = 146
   6.2.1 VGA Device Drivers = 147
   6.2.2 VGA Mode 18 Pixel Write Routines = 149
   6.2.3 VGA Mode 18 Pixel Read Routine = 159
   6.2.4 VGA Mode 18 Pixel Write Routines = 161
   6.2.5 VGA Mode 18 Pixel Read Routine = 163
  6.3 Color Operations = 163
   6.3.1 256-Color Modes = 164
   6.3.2 16-Color Modes = 178
  6.4 Color Animation = 179
 Chapter 7 VGA Mode X Drivers and Primitives = 181
  7.0 A Nonstandard VGA Mode = 181
   7.0.1 Mode X Characteristics = 182
   7.0.2 Mode X In Aniamtion Programming = 182
  7.1 VGA Mode X Architecture = 184
   7.1.1 Pixel-Level Address Calculations = 187
   7.1.2 Tile-Level Address Calculations = 189
   7.1.3 The Video Buffer in Mode X = 191
  7.2 Setting Mode X = 192
  7.3 Pixel-Level Device Drivers = 195
   7.3.1 VGA Mode X Write Pixel Procedure = 195
   7.3.2 VGA Mode X Read Pixel Procedure = 197
  7.4 Tile-Level Device Drivers = 198
   7.4.1 VG Mode X Write Tile Procedure = 198
   7.4.2 Setting Multiple Tiles = 200
  7.5 VGA Mode X Bitmap Primitives = 201
   7.5.1 Pixel Transparency = 202
   7.5.2 VGA Mode X Bitmap Display = 203
   7.5.3 VGA Mode X Bitmap Acquisition = 207
  7.6 VGA Mode X BitBit Primitives = 210
   7.6.1 Page-Level BitBit = 210
   7.6.2 Tile-Level BitBit = 213
  7.7 Mode X Anomation = 216
   7.7.1 Intercepting the Vertical Retrace = 216
   7.7.2 Interval Timing = 217
   7.7.3 Video Paging in VGA Mode X = 219
   7.7.4 VGA Mode X Panning Animation = 220
 Chapter 8 Xga Architecture and Initialization = 223
  8.0 The IBM Extended Graphics Array Video System(XGA) = 223
   8.0.1 Technical Description = 225
   8.0.2 XGA in VGA Mode = 225
   8.0.3 Multiple XGA Systems = 225
   8.0.4 XGA Extended Graphics Modes = 226
   8.0.5 Alphanumeric Support = 227
   8.0.6 The Adapter Interface = 227
   8.0.7 Multidisplay Graphics Systems = 227
  8.1 XGA Architecture = 228
   8.1.1 XGA CRT Controller = 228
   8.1.2 XGA Video Buffer = 229
   8.1.3 The Seriallzer/Palette/Digital-Analog Converter = 229
   8.1.4 The XGA Sprite/Attribute Controller = 230
  8.2 Access and Control of the XGA System = 231
   8.2.1 Access to the XGA Graphics Coprocessor = 232
  8.3 XGA Video Memory = 233
   8.3.1 Video Memory Apertures = 233
   8.3.2 Data Ordering = 234
  8.4 XGA Detection and Initialization = 234
   8.4.1 Programming the XGA Display Controller = 235
   8.4.2 XGA Hardware Initialization = 236
   8.4.3 XGA Mode Selection and Setting = 253
   8.4.4 The XGA Palette = 260
   8.4.5 Switching from XGA to VGA Modes = 272
  8.5 Other Methods of XGA Initialization = 276
 Chapter 9 XGA Drivers and Primitives = 279
  9.0 XGA Haraware Programming = 279
  9.1 Accessing XGA VIdeo Memory = 280
   9.1.1 XGA Memory Banks = 280
   9.1.2 Setting a Pixel = 281
   9.1.3 Clearing the XGA Screen = 282
   9.1.4 Reading a Pixel = 284
  9.2 Programming the XGA Direct Color Mode = 285
   9.2.1 The Direct Color Palette = 286
   9.2.2 Pixel Setting in Direct Color Mode = 288
   9.2.3 16-bit Color Adjustments = 290
  9.3 XGA Graphics Coprocessor Architecture = 292
  9.4 Initiallzing the Coprocesor = 293
   9.4.1 Obtaining the Coprocessor Base Address = 293
   9.4.2 Obtaining the Video Memory Address = 295
   9.4.3 Selecting the Access Mode = 296
   9.4.4 Initiallzing Coprocessor Registers = 297
  9.5 Programming Coprocessor Operations = 298
   9.5.1 Synchronizing Coprocessor Access = 298
   9.5.1 Synchronizing Coprocessor Access = 298
   9.5.2 General Prupose Maps A. B, and C = 299
   9.5.3 The Mask Map = 301
   9.5.4 Pixel Attributes = 303
   9.5.5 Pixel Masking and Color Compare Operations = 304
   9.5.6 Mixes = 304
   9.5.7 Pixel Operations = 304
  9.6 XGA PixBit Operations = 306
   9.6.1 Rectangular Fill PixBit = 306
   9.6.2 System Memory to Video Memory PixBits = 309
   9.6.3 Pattern Map BitBit = 313
  9.7 Line Drawing Operations = 317
   9.7.1 Reduction to the First Octant = 317
   9.7.2 Calculating the Bresenham Terms = 318
  9.8 Programming The XGA Sprite = 321
   9.8.1 The Sprite Image = 323
   9.8.2 Sprite Colors and Attributes = 324
   9.8.3 Loading the Sprite = 324
   9.8.4 Sprite Manlpulations = 328
 Chapter 10 Super VGA Graphics and Animation = 331
  10.0 SuperVGA = 331
   10.0.1 SuperVGA In Animation Programming = 332
  10.1 SuperVGA Memory Architecture = 332
   10.1.1 SuperVGA Memory Banking = 333
   10.1.2 SuperVGA 256-Color Extensions = 334
   10.1.3 SuperVGA Pixel Addressing = 335
  10.2 SuperVGA Architecture = 335
   10.2.1 The VESA SuperVGA Standard = 335
   10.2.2 VESA SuperVGA Modes = 335
   10.2.3 Mumory Windows = 336
  10.3 The VESA BIOS = 338
   10.3.1 Subservice 0 System Information = 339
   10.3.2 Subservice 1 Mode Information = 343
   10.3.3 Subservice 2 Set Video Mode = 345
   10.3.4 Subservice 3 Get Video Mode = 346
   10.3.5 Subservice 4 Save/Restore Video State = 347
   10.3.6 Subservice 5 Switch Bank = 348
   10.3.7 Subservice 6 Set/Get Logical Scan Line = 349
   10.3.8 Subservice 7 Set/Get Display Start = 349
   10.3.9 Subservice 8 Set/Get DAC Palette Control = 349
  10.4 Super VGA Device Drivers = 349
   10.4.1 Address Calculations = 350
   10.4.2 Bank Switching Operations = 351
  10.5 SuperVGA Pixel Level Operations = 352
   10.5.1 SuperVGA Pixel Write = 353
   10.5.2 SuperVGA Pixel Read = 354
   10.5.3 Clearing The SuperVGA Screen = 356
Part 3 Animations Techniques
 Chapter 11 Background, Objects, and Text = 361
  11.0 Background Techniques = 361
  11.1 Bitmap Backgrounds = 361
   11.1.1 Hand Bit-Coding a Bitmap Background = 361
   11.1.2 Electronic Drawing Methods = 362
   11.1.3 Ray-Tracing a Bitmap Background = 362
   11.1.4 Scanning a Bitmap Background = 364
   11.1.5 Multiple Image Manipulations = 364
  11.2 Vectorized Background = 364
   11.2.1 Vector/Bitmap Background = 366
  11.3 Operations on Text = 386
   11.3.1 Text Display Operations in BIOS = 387
   11.3.2 Developing a Character Generator = 390
   11.3.3 Text Animation = 397
 Chapter 12 Time-Pulse and Color-Shift Techniques = 399
  12.0 The Animated Image Set = 399
   12.0.1 Visual Retention = 399
   12.0.2 Avoiding Interference = 400
  12.1 XOR Animation = 401
   12.1.1 Programming the Function Select Bits = 403
  12.2 Generating the Time Pulse = 404
   12.2.1 Looping Techniques = 404
   12.2.2 Reprogramming The System Timer = 405
   12.2.3 Turning the Video Function On and Off = 409
   12.2.4 Retrace Cycle Timing = 410
   12.2.5 VGA Vertical Retrace Interrupt = 411
   12.2.6 XGA Screen Blanking Interrupt = 417
  12.3 Color-Shift Animation = 422
   12.3.1 VGA DAC Primitives = 423
   12.3.2 Transformations By Color Shift = 427
   12.3.3 Color-Shift Fade-Out = 429
   12.3.4 Color-Shift Fade-In = 431
 Chapter 13 Interactive Animation = 435
  13.0 User-Animated Objects = 435
  13.1 PC Keyboard Controller = 435
   13.1.1 Keyboard Controller = 436
   13.1.2 The Keyboard Scan Codes = 436
  13.2 Keyboard Programming = 436
   13.2.1 Classification of Keys and Keystrokes = 437
   13.2.2 Keyboard Data in BIOS = 440
   13.2.3 Keyboard Status Bytes = 441
   13.2.4 Keyboard Buffers = 441
  13.3 Programming The Mouse = 442
   13.3.1 The Microsoft Mouse Interface = 442
   13.3.2 Checking Mouse Installation = 443
   13.3.3 Subservices of Interrupt 33h = 443
  13.4 Cursor in VGA Graphics Mode = 450
   13.4.1 Intercepting the System Timer Interrupt = 450
   13.4.2 The Timer Interrupt Handler = 451
   13.4.3 Keyboard Input Routine = 453
Bibliography = 459
Index = 463


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