- •1. TABLE OF CONTENTS
 - •2. AN INTRODUCTION TO UNIX
 - •2.1 OVERVIEW
 - •2.2 UNIX
 - •2.2.1 Using UNIX Workstations in general:
 - •2.2.2 Directories, Files, Etc.
 - •2.2.3 Advanced Concepts
 - •2.3 THE NETWORK
 - •2.4 GOOD MANNERS
 - •3. THE INTERNET
 - •3.1 NETWORKS
 - •3.1.1 Computer Addresses
 - •3.2 NETWORK TYPES
 - •3.2.1 Permanent Wires
 - •3.2.2 Phone Lines
 - •3.3 NETWORK PROTOCOLS
 - •3.3.1 Mail Transfer Protocols
 - •3.3.1.1 - Attachments
 - •3.3.1.2 - Mail Lists
 - •3.3.2 FTP - File Transfer Protocol
 - •3.3.3 News
 - •3.3.4 HTTP - Hypertext Transfer Protocol
 - •3.3.5 Chat
 - •3.3.6 Novell
 - •3.3.7 Security
 - •3.4 DATA FORMATS
 - •3.4.1 HTML - Hyper Text Markup Language
 - •3.4.1.1 - Publishing Web Pages
 - •3.4.2 URLs
 - •3.4.3 Hints
 - •3.4.4 Specialized Editors
 - •3.4.6 Encryption
 - •3.4.7 Compression
 - •3.5 PULLING ALL THE PROTOCOLS AND FORMATS TOGETHER WITH BROWSWERS
 - •3.6 OTHER STUFF
 - •3.6.1 Clients and Servers
 - •3.6.2 Java
 - •3.6.3 Javascript
 - •3.6.5 Searches
 - •3.6.6 ActiveX
 - •3.6.7 Graphics
 - •3.6.8 Animation
 - •3.6.9 Video
 - •3.6.10 Sounds
 - •3.6.11 Other Program Files
 - •3.6.12 Fancy Stuff
 - •4. TEACHING WITH THE INTERNET
 - •4.1 LECTURES
 - •4.1.1 Equipment
 - •4.1.2 Techniques
 - •4.2 ON-LINE NOTES
 - •4.3 ON-LINE MARKING
 - •4.3.1 Web Pages
 - •4.3.2 email
 - •4.4 The Time-Line For My First On-Line Course (Fall 1996)
 - •5. WWW and HTML
 - •5.1 Why Bother?
 - •5.2 Where to Find Netscape
 - •5.3 How to Get Your Own Home Page
 - •5.4 How to Create a file
 - •5.5 Resources
 - •6. A BASIC INTRODUCTION TO ‘C’
 - •6.2 BACKGROUND
 - •6.3 PROGRAM PARTS
 - •6.4 HOW A ‘C’ COMPILER WORKS
 - •6.5 STRUCTURED ‘C’ CODE
 - •6.6 ARCHITECTURE OF ‘C’ PROGRAMS (TOP-DOWN)
 - •6.7 CREATING TOP DOWN PROGRAMS
 - •6.8.1 Objectives:
 - •6.8.2 Problem Definition:
 - •6.8.3 User Interface:
 - •6.8.3.1 - Screen Layout (also see figure):
 - •6.8.3.2 - Input:
 - •6.8.3.3 - Output:
 - •6.8.3.4 - Help:
 - •6.8.3.5 - Error Checking:
 - •6.8.3.6 - Miscellaneous:
 - •6.8.4 Flow Program:
 - •6.8.5 Expand Program:
 - •6.8.6 Testing and Debugging:
 - •6.8.7 Documentation
 - •6.8.7.1 - Users Manual:
 - •6.8.7.2 - Programmers Manual:
 - •6.8.8 Listing of BeamCAD Program.
 - •6.9 PRACTICE PROBLEMS
 - •7. GUI DESIGN
 - •7.1 PRACTICE PROBLEMS
 - •8. AN EXAMPLE - BEAMCAD
 - •9. PROGRAMMING IN JAVA
 - •9.1 OVERVIEW
 - •9.2 THE LANGUAGE
 - •9.3 OBJECT ORIENTED PROGRAMMING
 - •9.4 REFERENCES/BIBLIOGRAPHY
 - •10. DATABASES
 - •11. MESSAGE PASSING ON NETWORKS
 - •12. MATHEMATICAL ELEMENTS OF COMPUTER GRAPHICS
 - •12.1 INTRODUCTION
 - •12.2 PIXELS
 - •12.2.1 The Perspective Transform
 - •12.3 LINE DRAWING
 - •12.3.1 Hidden Lines
 - •12.4 POLYGON DRAWING
 - •12.5 SHADED POLYGONS
 - •12.6 COLORS
 - •12.6.1 Color Maps
 - •12.6.1.1 - Quantization with an Octree RGB Cube
 - •12.6.1.1.1 - Algorithm and Implementation
 - •12.6.1.1.2 - Color Quantization Data Structures
 - •12.7 DITHERING
 - •12.7.1 A Model for Light Ray Reflection
 - •12.7.2 A Model for Light Ray Refraction:
 - •12.7.3 A Model for Specular Reflection of Point Light
 - •12.8 RAY TRACING
 - •12.8.1 Basic Ray Tracing Theory
 - •12.8.1.1 - A Model for Diffuse Reflection of Ambient Light
 - •12.8.1.2 - A Model for Diffuse Reflection of Point Light:
 - •12.8.1.3 - Collision of a Ray with a Sphere:
 - •12.8.1.4 - Collision of a Ray With a Plane:
 - •12.8.1.5 - Mapping a Pattern
 - •12.8.2 Ray Tracer Algorithms
 - •12.8.3 Bounding Volumes
 - •12.8.4 Shadows
 - •12.8.5 Aliasing
 - •12.8.6 Advanced topics
 - •12.9 RADIOSITY
 - •12.10 ADVANCED GRAPHICS TECHNIQUES
 - •12.10.1 Animation
 - •12.11 REFERENCES
 - •12.12 PRACTICE PROBLEMS
 - •13. NEW TOPICS
 - •13.1 VIRTUAL REALITY
 - •13.2 MULTIMEDIA
 - •14. VISIONS SYSTEMS
 - •14.1 OVERVIEW
 - •14.2 APPLICATIONS
 - •14.3 LIGHTING AND SCENE
 - •14.4 CAMERAS
 - •14.5 FRAME GRABBER
 - •14.6 IMAGE PREPROCESSING
 - •14.7 FILTERING
 - •14.7.1 Thresholding
 - •14.8 EDGE DETECTION
 - •14.9 SEGMENTATION
 - •14.9.1 Segment Mass Properties
 - •14.10 RECOGNITION
 - •14.10.1 Form Fitting
 - •14.10.2 Decision Trees
 - •14.11 PRACTICE PROBLEMS
 - •15. SIMULATION
 - •15.1 MODEL BUILDING
 - •15.2 ANALYSIS
 - •15.3 DESIGN OF EXPERIMENTS
 - •15.4 RUNNING THE SIMULATION
 - •15.5 DECISION MAKING STRATEGY
 - •15.6 PLANNING
 - •15.7 NEURAL NETWORK THEORY
 - •16. ARTIFICIAL INTELLIGENCE (AI)
 - •16.1 OVERVIEW
 - •16.2 EXPERT SYSTEMS
 - •16.3 FUZZY LOGIC
 - •16.4 NEURAL NETWORKS
 - •16.4.1 Neural Network Calculation of Inverse Kinematics
 - •16.4.1.1 - Inverse Kinematics
 - •16.4.1.2 - Feed Forward Neural Networks
 - •16.4.1.3 - The Neural Network Setup
 - •16.4.1.4 - The Training Set
 - •16.4.1.5 - Results
 
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• These items can be purchased for reasonable prices, and will become standard computer components in the near future.
14.6 IMAGE PREPROCESSING
•Images are basically a set of pixels that are often less than a perfect image representation. By preprocessing, some unwanted variations/noise can be reduced, and desired features enhanced.
•Some sources of image variation/noise,
-electronic noise - this can be reduced by designing for a higher Signal to Noise Ratio (SNR).
-lighting variations cause inconsistent lighting across an image.
-equipment defects - these cause artifacts that are always present, such as stripes, or pixels stuck off or on.
14.7 FILTERING
•Filtering techniques can be applied,
-thresholding
-laplace filtering
-fourier filters
-convolution
-histograms
-neighborhood averaging
