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Preface - Adobe

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vii<br />

Figures<br />

2.1 How the PostScript interpreter and an application interact 16<br />

3.1 Mapping with the Decode array 112<br />

3.2 Homogeneous number array 161<br />

3.3 Binary object sequence 164<br />

4.1 The two squares produced by Example 4.1 186<br />

4.2 Effects of coordinate transformations 188<br />

4.3 Nonzero winding number rule 195<br />

4.4 Even-odd rule 196<br />

4.5 Color specification 212<br />

4.6 Color rendering 213<br />

4.7 Component transformations in the CIEBasedABC color space 222<br />

4.8 Component transformations in the CIEBasedA color space 229<br />

4.9 CIEBasedDEFG pre-extension to the CIEBasedABC color space 232<br />

4.10 Output from Example 4.21 256<br />

4.11 Output from Example 4.23 259<br />

4.12 Starting a new triangle in a free-form Gouraud-shaded triangle mesh 272<br />

4.13 Connecting triangles in a free-form Gouraud-shaded triangle mesh 272<br />

4.14 Varying the value of the edge flag to create different shapes 273<br />

4.15 Lattice-form triangular meshes 275<br />

4.16 Coordinate mapping from a unit square to a four-sided Coons patch 277<br />

4.17 Painted area and boundary of a Coons patch 279<br />

4.18 Color values and edge flags in Coons patch meshes 281<br />

4.19 Edge connections in a Coons patch mesh 282<br />

4.20 Control points in a tensor-product mesh 284<br />

4.21 Typical sampled image 288<br />

4.22 Image data organization and processing 293<br />

4.23 Source image coordinate system 294<br />

4.24 Mapping the source image 295

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