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|Part One: Working with Windows|
- 1. Visual Basics
This chapter covers Visual Basic graphics fundamentals such as
coordinate systems, handling Paint events, graphical controls,
creating scrolled windows, and basic colors.
- 2. Using the API
This chapter explains how to use the Windows API in
Visual Basic programs. It also describes many API functions that are
useful in graphics programs.
- 3. Advanced Color
Chapter 3 describes more advanced color topics including different
color models, device-independent and device-dependent bitmaps,
and color palettes. The more bitmap-oriented parts book later
assume you are using higher color modes such as 24-bit color.
This chapter describes color palettes for completeness.
- 4. Advanced Text
Chapter 4 covers advanced text operations such as finding text metrics
to learn exactly how big a font is, and how to use the CreateFont API
function to build stretched, compressed, and
- 5. Printing
This chapter explains how to use the Printer object to produce
high-resolution printouts. It explains how to print, display a print
preview, handle multi-page documents, and scale objects to fit
the printer nicely. It also includes code that lets you easily
print a form much as PrintForm does, only in high resolution.
|Part Two: Image Processing|
- 6. Point Processes
This chapter explains image processing techniques including that
manipulate an image one pixel at a time. These methods include image
adjusting an image's brightness, contrast, or color balance, and
- 7. Area Processes
Chapter covers image processing techniques thaht manipulate areas
in an image. These methods include spatial filtering to smooth,
emboss an image.
This chapter also describe
- 8. Bitmap Animation
Chapter 8 explains the fundamentals of bitmap animation. It shows how
to use several different methods for presenting images quickly
enough to create smooth animation.
- 9. Advanced Animation
Chapter 9 tackles more advanced animation topics. It describes
different ways you can control an animation such as scripting,
simulation, and sprites. It also describes specialized animation
techniques such as tweening and
|Part Four: Two-Dimensional Graphics|
- 10. Fractals and Tilings
As its title implies, this chapter describes fractals and tilings
the chaos game,
the Mandelbrot set (image 1,
image 3), and
Julia sets (image 1,
Using these programs you can build intricate images with remarkably little code.
- 11. Drawing Curves
Chapter 11 shows how you can draw several useful kinds of curves.
It explains how to draw parametric curves such as
Bowditch curves and
cycloids. It also shows
how to fit a curve to data using Hermite, least squares, and
- 12. Two-Dimensional Transformations
This chapter explains a simple way to represent two-dimensional
transformations that allow you to perform important operations such
as scaling, translating, and rotating objects in a uniform way.
Chapter 12 also describes
|Part Five: Three-Dimensional Graphics|
- 13. Three-Dimensional Transformations
This chapter extends the two-dimensional transformations described
in Chapter 12 into three dimensions. It explains how to display
- 14. Surfaces
Chapter 14 explains several different ways to generate and display
parametric surfaces, and
surfaces of transformation.
By adding a little color, you can make surprisingly realistic
- 15. Hidden Surface Removal
Three-dimensional images are easier to understand if hidden
surfaces are not displayed. Chapter 15 shows how to remove hidden
surfaces from both
complex three-dimensional scenes.
- 16. Shading Models
Shading models add extra realism to three-dimensional images.
This chapter builds a complex shading model to produce
more realistic pictures.
It also explains the
methods for smooth shading.
- 17. Ray Tracing
Ray tracing allows a program to draw reflective and transparent
objects. Chapter 17 develops an advanced ray tracing system
to display fascinating images.
This chapter covers:
|Part Six: Beyond Three Dimensions|
- 18. Higher-Dimensional Transformations
Chapter 18 extends the transformations described in Chapters 12 and 13
into higher dimensions. This allows a program to display
and even objects of higher dimensions. This chapter explains how to
use animation to make higher-dimensional images understandable.
- 19. Mathematical Tools
This chapter describes some useful mathematical formulas that
calculate geometric values such as the distance between two points,
between a point and a line, between two lines, and between a
point and a plane. Chapter 19 reviews matrix and vector operations,
and shows how to derive the locations of the vertices in the
Platonic solids (tetrahedron, cube, octahedron, dodecahedron,