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Eck  \nHobart and William Smith Colleges  \nThis is a PDF version of a free on-line book that is available at [http://math.hws.edu/graphicsbook/](http://math.hws.edu/graphicsbook/. The PDF does)[. The PDF does](http://math.hws.edu/graphicsbook/. The PDF does) not include sample programs, but it does have external links to those 􀀌les,  \nshown in blue.  \nThe PDF also has internal links, shown in red. These links can be used in Acrobat Reader and some other PDF reader programs.  \nii  \n©2015–2023, David J. Eck  \nDavid J. Eck ([eck@hws.edu](eck@hws.edu))  \nDepartment of Mathematics and Computer Science Hobart and William Smith Colleges  \nGeneva, NY 14456  \nThis book can be distributed in unmodi􀀌ed form for non-commercial purposes. Modi􀀌ed versions can be made and distributed for non-commercial purposes provided they are distributed under the same license as the original. More speci􀀌cally: This work is licensed under the Creative Commons AttributionNonCommercial-ShareAlike 4.0 License. To view a copy of this license, visit [http://creativecommons.org/licenses/by-nc-sa/4.0/. Other](http://creativecommons.org/licenses/by-nc-sa/4.0/. Other) uses require permission from the author.  \nThe web site for this book is: [http://math.hws.edu/graphicsbook](http://math.hws.edu/graphicsbook)  \nContents  \nPreface viii  \n1 Introduction 1  \n1.1 Painting and Drawing ................................. 1  \n1.2 Elements of 3D Graphics ................................ 4  \n1.3 Hardware and Software ................................ 7  \n2 Two-Dimensional Graphics 11  \n2.1 Pixels, Coordinates, and Colors ............................ 11  \n2.1.1 Pixel Coordinates ............................... 11  \n2.1.2 Real-number Coordinate Systems ....................... 14  \n2.1.3 Aspect Ratio .................................. 16  \n2.1.4 Color Models .................................. 17  \n2.2 Shapes .......................................... 19  \n2.2.1 Basic Shapes .................................. 20  \n2.2.2 Stroke and Fill ................................. 22  \n2.2.3 Polygons, Curves, and Paths ......................... 24  \n2.3 Transforms ....................................... 27  \n2.3.1 Viewing and Modeling ............................. 27  \n2.3.2 Translation ................................... 29  \n2.3.3 Rotation ..................................... 30  \n2.3.4 Combining Transformations .......................... 31  \n2.3.5 Scaling ..................................... 32  \n2.3.6 Shear ...................................... 33  \n2.3.7 Window-to-Viewport .............................. 34  \n2.3.8 Matrices and Vectors .............................. 35  \n2.4 Hierarchical Modeling ................................. 37  \n2.4.1 Building Complex Objects ........................... 37  \n2.4.2 Scene Graphs .................................. 41  \n2.4.3 The Transform Stack .............................. 43  \n2.5 Java Graphics2D .................................... 45  \n2.5.1 Graphics2D ................................... 46  \n2.5.2 Shapes ...................................... 46  \n2.5.3 Stroke and Fill ................................. 49  \n2.5.4 Transforms ................................... 51  \n2.5.5 Bu􀀋eredImage and Pixels ........................... 53  \n2.6 HTML Canvas Graphics ................................ 55  \n2.6.1 The 2D Graphics Context ........................... 55  \nCONTENTS ii  \n2.6.2 Shapes ...................................... 56  \n2.6.3 Stroke and Fill ................................. 59  \n2.6.4 Transforms ................................... 60  \n2.6.5 Auxiliary Canvases ............................... 62  \n2.6.6 Pixel Manipulation ............................... 63  \n2.6.7 Images ...................................... 65  \n2.7 SVG: A Scene Description Language ......................... 66  \n2.7.1 SVG Document Structure ........................... 67  \n2.7.2 Shapes, Styles, and Trans","cbCaiiQkCAQ666BJ","https://ap.wps.com/l/cbCaiiQkCAQ666BJ","pdf",6220567,533,"English","# Preface\n# 1 Introduction\n## 1.1 Painting and Drawing\n## 1.2 Elements of 3D Graphics\n## 1.3 Hardware and Software\n# 2 Two-Dimensional Graphics\n## 2.1 Pixels, Coordinates, and Colors\n## 2.2 Shapes\n## 2.3 Transforms\n## 2.4 Hierarchical Modeling\n## 2.5 Java Graphics2D\n## 2.6 HTML Canvas Graphics\n## 2.7 SVG: A Scene Description Language\n# 3 OpenGL 1.1: Geometry\n## 3.1 Shapes and Colors in OpenGL 1.1\n## 3.2 3D Coordinates and Transforms\n## 3.3 Projection and Viewing\n## 3.4 Polygonal Meshes and glDrawArrays\n## 3.5 Some Linear Algebra\n## 3.6 Using GLUT and JOGL","[{\"question\":\"What topics does the book cover in its introduction chapter?\",\"answer\":\"It covers painting and drawing, elements of 3D graphics, and the roles of hardware and software.\"},{\"question\":\"How does the book teach 2D graphics?\",\"answer\":\"It explains pixels, coordinate and color systems, shapes, strokes and fills, and a range of transforms, then expands to hierarchical modeling and specific technologies like Java Graphics2D, HTML Canvas, and SVG.\"},{\"question\":\"What does OpenGL 1.1 coverage include?\",\"answer\":\"It focuses on geometry using OpenGL primitives, color concepts, 3D coordinates and transformations, projection and viewing, polygonal meshes with glDrawArrays, and supporting linear algebra topics, plus usage with GLUT and JOGL.\"}]","Introduction to Computer Graphics - Version 1 - Book | PDF",1343]