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Leen Ammeraal · Kang Zhang
Computer
Graphics
for Java
Programmers
Third Edition
Computer Graphics for Java Programmers
Leen Ammeraal • Kang Zhang
It has been 10 years since the publication of the second edition. The programming
language, Java, has now developed into its maturity, being the language of choice in
many industrial and business domains. Yet the skills of developing computer
graphics applications using Java are surprisingly lacked in the computer science
curricula. Though no longer active in classroom teaching, the first author has
developed and published several Android applications using Java, the main lan-
guage for Android developers. The second author has taught Computer Graphics at
his current university for the past 17 years using the first and second editions of
this textbook, apart from his previous years in Australia using different textbooks.
We feel strongly a need for updating the book.
This third edition continues the main theme of the first two editions, that is,
graphics programming in Java, with all the source code, except those for exercises,
available to the reader. Major updates in this new edition include the following:
1. The contents of all chapters are updated according to the authors’ years of
classroom experiences and recent feedback from our students.
2. Hidden-line elimination and hidden-face elimination are merged into a single
chapter.
3. A new chapter on color, texture, and lighting is added, as Chap. 7.
4. The companion software package, CGDemo, that demonstrates the working of
different algorithms and concepts introduced in the book, is enhanced with two
new algorithms added and a few bugs fixed.
5. A set of 37 video sessions (7–11 min each) in MOOC (Massive Open Online
Course) style, covering all the topics of the textbook, is supplemented.
6. A major exercise, split into four parts, on implementing the game of Tetris is
added at the end of four relevant chapters.
Many application examples illustrated in this book could be readily
implemented using Java 3D or OpenGL without any understanding of the internal
working of the implementation, which we consider undesirable for computer
science students. We therefore believe that this textbook continues to serve as an
indispensable introduction to the foundation of computer graphics, and more
v
vi Preface
importantly, how various classic algorithms are designed. It is essential for com-
puter science students to learn the skills on how to optimize time-critical algorithms
and how to develop elegant algorithmic solutions.
The example programs can be downloaded from the Internet at:
http://home.kpn.nl/ammeraal/
or at:
http://www.utdallas.edu/~kzhang/BookCG/
Finally, we would like to thank the UT-Dallas colleague Pushpa Kumar, who has
been using this textbook to teach undergraduate Computer Graphics class and
provided valuable feedback. We are grateful to Susan Lagerstrom-Fife of Springer
for her enthusiastic support and assistance in publishing this edition.
1 Elementary Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.1 Pixels and Device Coordinates . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 Logical Coordinates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
1.3 Anisotropic and Isotropic Mapping Modes . . . . . . . . . . . . . . . . . 12
1.4 Defining a Polygon Through Mouse Interaction . . . . . . . . . . . . . 19
Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
2 Applied Geometry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
2.1 Vectors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
2.2 Inner Product and Vector Product . . . . . . . . . . . . . . . . . . . . . . . 31
2.3 The Orientation of Three Points . . . . . . . . . . . . . . . . . . . . . . . . 34
2.4 Polygons and Their Areas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
2.5 Point-in-Polygon Test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
2.6 Triangulation of Polygons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
2.7 Point-on-Line Test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
2.8 Projection of a Point on a Line . . . . . . . . . . . . . . . . . . . . . . . . . 55
2.9 Distance Between a Point and a Line . . . . . . . . . . . . . . . . . . . . . 57
Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
3 Geometrical Transformations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
3.1 Matrix Multiplication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
3.2 Linear Transformations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
3.3 Translations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
3.4 Homogeneous Coordinates . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
3.5 Inverse Transformations and Matrix Inversion . . . . . . . . . . . . . . 72
3.6 Rotation About an Arbitrary Point . . . . . . . . . . . . . . . . . . . . . . . 73
3.7 Changing the Coordinate System . . . . . . . . . . . . . . . . . . . . . . . . 78
3.8 Rotations About 3D Coordinate Axes . . . . . . . . . . . . . . . . . . . . 79
3.9 Rotation About an Arbitrary Axis . . . . . . . . . . . . . . . . . . . . . . . 80
Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
vii
viii Contents
4 Classic 2D Algorithms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
4.1 Bresenham Line Drawing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
4.2 Doubling the Line-Drawing Speed . . . . . . . . . . . . . . . . . . . . . . . 97
4.3 Circle Drawing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
4.4 Cohen–Sutherland Line Clipping . . . . . . . . . . . . . . . . . . . . . . . . 106
4.5 Sutherland–Hodgman Polygon Clipping . . . . . . . . . . . . . . . . . . 112
4.6 Bézier Curves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
4.7 B-Spline Curve Fitting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
5 Perspective and 3D Data Structure . . . . . . . . . . . . . . . . . . . . . . . . . 137
5.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
5.2 Viewing Transformation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
5.3 Perspective Transformation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
5.4 A Cube in Perspective . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
5.5 Specification and Representation of 3D Objects . . . . . . . . . . . . . 149
5.6 Some Useful Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
5.7 A Program for Wireframe Models . . . . . . . . . . . . . . . . . . . . . . . 172
5.8 Automatic Generation of Object Specification . . . . . . . . . . . . . . 177
Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185
6 Hidden-Line and Hidden-Face Removal . . . . . . . . . . . . . . . . . . . . . 191
6.1 Hidden-Line Algorithm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
6.2 Backface Culling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
6.3 Painter’s Algorithm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200
6.4 Z-Buffer Algorithm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
7 Color, Texture, and Shading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
7.1 Color Theories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
7.2 Additive and Subtractive Colors . . . . . . . . . . . . . . . . . . . . . . . . 227
7.3 RGB Representation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230
7.4 HSV and HSL Color Models . . . . . . . . . . . . . . . . . . . . . . . . . . . 234
7.5 Transparency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237
7.6 Texture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 239
7.7 Surface Shading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 251
8 Fractals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253
8.1 Koch Curves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253
8.2 String Grammars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257
8.3 Mandelbrot Set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 268
8.4 Julia Set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 278
Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 279
Contents ix
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 385
Chapter 1
Elementary Concepts
This book is primarily about computer graphics programming and related mathe-
matics. Rather than discussing general graphics subjects for end users or how to use
graphics software, we will cover more fundamental subjects, required for graphics
programming. In this chapter, we will first understand and appreciate the nature of
discreteness of displayed graphics on computer screens. We will then see that x- and
y-coordinates need not necessarily be pixel numbers, also known as device coordi-
nates. In many applications, logical coordinates are more convenient, provided we
can convert them to device coordinates before displaying on the screen. With input
from a mouse, we would also need the inverse conversion, i.e. converting device
coordinates to logical coordinates, as we will see at the end of this chapter.
We will now use statements such as the above in a complete Java program.
Fortunately, you need not type these programs yourself, since they are available
from the Internet, as specified in the Preface. It will also be necessary to install the
Java Development Kit (JDK). If you are not yet familiar with Java, you should
consult other books, such as those mentioned in the Bibliography. This book
assumes you to be fluent in basic Java programming.
The following program draws the largest possible rectangle in a canvas. The
color red is used to distinguish this rectangle from the frame border:
// RedRect.java: The largest possible rectangle in red.
import java.awt.*;
import java.awt.event.*;
RedRect() {
super("RedRect");
addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {Sytem.exit(0);}
});
setSize(300, 150);
add("Center", new CvRedRect());
setVisible(true);
}
}
The call to drawRect almost at the end of this program has the same effect as
these four lines:
g.drawLine(0, 0, maxX, 0); // Top edge
g.drawLine(maxX, 0, maxX, maxY); // Right edge
g.drawLine(maxX, maxY, 0, maxY); // Bottom edge
g.drawLine(0, maxY, 0, 0); // Left edge
1.1 Pixels and Device Coordinates 3
javac RedRect.java
we notice that three class files have been generated: RedRect.class, CvRedRect.
class and RedRect$1.class. The third one is referred to as an anonymous class since
it has no name in the program. It is produced by the following program segment:
addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {System.exit(0);}
});
which enables the user of the program to terminate it in the normal way. The
argument of the method addWindowListener must be an object of a class that
implements the interface WindowListener. This implies that this class must define
seven methods, one of which is windowClosing. The base class WindowAdapter
defines these seven methods as do-nothing functions. In the above program seg-
ment, the argument of addWindowListener denotes an object of an anonymous
subclass of WindowAdapter. In this subclass we override the method
windowClosing.
The RedRect constructor shows that the frame size is set to 400 200. If we do
not modify this size (by dragging a corner or an edge of the window), the canvas
size is somewhat smaller than the frame. After compilation, we run the program by
typing the command
java RedRect
which, with the given frame size, produces the largest possible red rectangle, shown
in Fig. 1.1 just inside the frame.
The blank area in a frame, which we use for graphics output, is referred to as a
canvas, which is a subclass, such as CvRedRect in program RedRect.java, of the
AWT class Canvas. If, instead, we displayed the output directly in the frame, we
would have a problem with the coordinate system: its origin would be in the top-left
corner of the frame; in other words, the x-coordinates increase from left to right and
y-coordinates from top to bottom. Although there is a method getInsets to obtain the
widths of all four borders of a frame so that we could compute the dimensions of the
client rectangle ourselves, we prefer to use a canvas.
The tiny screen elements that we can assign a color are called pixels (short for
picture elements), and the integer x- and y-values used for them are referred to as
device coordinates. Although there are 200 pixels on a horizontal line in the entire
frame, only 192 of these lie on the canvas, the remaining 8 being used for the left
and right borders. On a vertical line, there are 100 pixels for the whole frame, but
only 73 for the canvas. Apparently, the remaining 27 pixels are used for the title bar
and the top and bottom borders. Since these numbers may differ on different Java
implementations and the user can change the window size, it is desirable that our
program can determine the canvas dimensions. We do this by using the getSize
method of the class Component, which is a superclass of Canvas. The following
program lines in the paint method show how to obtain the canvas dimensions and
how to interpret them:
Dimension d = getSize();
int maxX = d.width - 1, maxY = d.height - 1;
the highest possible index value is 7, not 8. In such cases, the “index” is always one
less than “size”. Figure 1.2 illustrates this for a very small canvas, which is only
8 pixels wide and 4 high, showing a much enlarged screen grid structure. It also
shows that the line connecting the points (0, 0) and (7, 3) is approximated by a set of
eight pixels.
The big dots approximating the line denote pixels that are set to the foreground
color. By default, this foreground color is black, while the background color is
white. These eight pixels are made black as a result of this call:
g.drawLine(0, 0, 7, 3);
In the program RedRect.java, we used the following call to the drawRect method
(instead of four calls to drawLine):
g.drawRect(0, 0, maxX, maxY);
g.drawRect(x, y, w, h);
g.drawRect(x, y, 1, 1);
To put only one pixel on the screen, we cannot use drawRect, because nothing at
all appears if we try to set the third and fourth arguments of this method to zero.
Curiously enough, Java does not provide a special method for this purpose, so we
have to use this method:
g.drawLine(x, y, x, y);
A much easier but still non-trivial problem, illustrated in Fig. 1.3b, is filling a
checker-board with, say, dark and light gray squares instead of black and white
ones. Unlike squares in mathematics, those on the computer screen deserve special
attention with regard to the edges belonging or not belonging to the filled regions.
We have seen that the call:
g.drawRect(x, y, w, h);
draws a rectangle with corners (x, y) and (x + w, y + h). The method fillRect, on the
other hand, fills a slightly smaller rectangle. The call:
g.fillRect(x, y, w, h);
If we wanted to draw only the edges of each square, also in dark gray and light
gray, we would have to replace the above call to fillRect with
g.drawRect(x + i * w, y + j * w, w - 1, w - 1);
As Fig. 1.2 shows, the origin of the device-coordinate systems lies at the top-left
corner of the canvas, so that the positive y-axis points downward. This is reasonable
for text output, that starts at the top and increases y as we go to the next line of text.
However, this direction of the y-axis is different from typical mathematical practice
and therefore often inconvenient in graphics applications. For example, in a dis-
cussion about a line with a positive slope, we expect to go upward when moving
along this line from left to right. Fortunately, we can arrange for the positive
y direction to be reversed by performing this simple transformation:
y 0 ¼ maxY y
Instead of the discrete (integer) coordinates at the lower, device oriented level, we
often wish to use continuous (floating-point) coordinates at the higher, problem-
oriented level. Other usual terms are device and logical coordinates, respectively.
Writing conversion routines to compute device coordinates from the corresponding
logical ones and vice versa is a bit tricky. We must be aware that there are two
solutions to this problem: rounding and truncating, even in the simple case in which
increasing a logical coordinate by one results in increasing the device coordinate
also by one. We wish to write the following methods:
iX(x), iY( y): converting the logical coordinates x and y to device coordinates;
fx(x), fy( y): converting the device coordinates X and Y to logical coordinates.
One may notice that we have used lower-case letters to represent logical coordi-
nates and capital letters to represent device coordinates. This will be the convention
used throughout this book. With regard to x-coordinates, the rounding solution
could be:
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