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Many of the figures from this book may be reproduced free of charge in scholarly articles, proceedings, and presentations, provided only that the following citation is clearly indicated:   “Reproduced with the permission of the publisher from Computer Graphics: Principles and Practice, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley. Copyright 2014 by Pearson Education, Inc.” Reproduction for any use other than as stated above requires the written permission of Pearson Education, Inc. Reproduction of any figure that bears a copyright notice other than that of Pearson Education, Inc., requires the permission of that copyright holder.

Figure 4. 1 Top: A polyline in the plane Figure 4.1 Top: A polyline in the plane. Middle: Each segment has been divided into thirds, and the division points have been marked with dots. Bottom: The middle thirds of the segments are connected together to form a new, smoother polyline. From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

Figure 4. 2 The Testbed2D application running Figure 4.2 The Testbed2D application running. All the things in the large graph-paper window are drawn by the Window1.xaml.cs code and are not described in the XAML file. From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

Figure 4.3 (a) A 3 × 4 matrix with entries between 0 and 1 representing various shades of gray, from black (0) to white (1). If we convert each entry to a small rectangle of the corresponding shade of blue, we get the “shaded matrix” shown in (b). (c) If we display the matrix by displaying the values in column j and row i as a small square centered at location (i, j) in the Cartesian plane, the resultant image is flipped across the horizontal axis. If, on the other hand, we do the same thing in WPF coordinates, the result is not inverted. From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

Figure 4.4 When we thicken the vertex join at the top, we must miter it, as shown in the middle. At the bottom, the miter is limited. From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6). Copyright © 2014 by Pearson Education, Inc. All rights reserved.