Fundamentals of Computer Graphics, Third Edition

Fundamentals of Computer Graphics, Third Edition
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2009-07
ISBN: 9781568814698
装帧: 精装
开本: 其他
纸张: 其他
2人买过
  • With contributions by Michael Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett Johnson, Tamara Munzner, Erik Reinhard, Kelvin Sung, William B. Thompson, Peter Willemsen, Brian Wyvill.
    The third edition of this widely adopted text gives students a compre Peter Shirley is a principal research scientist at NVIDIA and an adjunct professor in the School of Computing at the University of Utah. He has held positions at Indiana University and the Program of Computer Graphics at Cornell University.
    Steve Marschner is an associate professor in the Computer Science Department and Program of Computer Graphics at Cornell University. Table of Contents
    Preface
    -
    1. Introduction
    Graphics Areas
    Major Applications
    Graphics APIs
    Graphics Pipeline
    Numerical Issues
    Efficiency
    Designing and Coding Graphics Programs
    -
    2. Miscellaneous Math
    Sets and Mappings
    Solving Quadratic Equations
    Trigonometry
    Vectors
    Curves and Surfaces
    Linear Interpolation
    Triangles
    -
    3. Raster Images
    Raster Devices
    Images, Pixels, and Geometry
    RGB Color
    Alpha Compositing
    -
    4. Ray Tracing
    The Basic Ray – Tracing Algorithm
    Perspective
    Computing Viewing Rays
    Ray-Object Intersection
    Shading
    A Ray – Tracing Program
    Shadows
    Ideal Specular Reflection
    Historical Notes
    -
    5. Linear Algebra
    Determinants
    Matrices
    Computing with Matrices and Determinants
    Eigen values and Matrix Diagonalization
    -
    6. Transformation Matrices
    2D Linear Transformations
    3D Linear Transformations
    Translation and Affine Transformations
    Inverses of Transformation Matrices
    Coordinate Transformations
    -
    7. Viewing
    Viewing Transformations
    Projective Transformations
    Perspective Projection
    Some Properties of the Perspective Transform
    Field-of-View
    -
    8. The Graphics Pipeline
    Rasterization
    Operations Before and After Rasterization
    Simple Antialiasing
    Culling Primitives for Efficiency
    --
    9. Signal Processing
    Digital Audio: Sampling in 1D
    Convolution
    Convolution Filters
    Signal Processing for Images
    Sampling Theory
    --
    10. Surface Shading
    Diffuse Shading
    Phong Shading
    Artistic Shading
    --
    11. Texture Mapping
    3D Texture Mapping
    2D Texture Mapping
    Texture Mapping for Rasterized Triangles
    Bump Textures
    Displacement Mapping
    Environment Maps
    Shadow Maps
    --
    12. Data Structures for Graphics
    Triangle Meshes
    Scene Graphs
    Spatial Data Structures
    BSP Trees for Visibility
    Tiling Multidimensional Arrays
    --
    13. More Ray Tracing
    Transparency and Refraction
    Instancing
    Constructive Solid Geometry
    Distribution Ray Tracing
    --
    14. Sampling
    Integration
    Continuous Probability
    Monte Carlo Integration
    Choosing Random Points
    --
    15. Curves
    Curves
    Curve Properties
    Polynomial Pieces
    Putting Pieces Together
    Cubics
    Approximating Curves
    Summary
    --
    16. Implicit Modeling
    Implicit Functions, Skeletal Primitives and Summation Blending
    Rendering
    Space Partitioning
    More on Blending
    Constructive Solid Geometry
    Warping
    Precise Contact Modeling
    The Blob Tree
    Interactive Implicit Modeling Systems
    --
    17. Computer Animation
    Principles of Animation
    Key framing
    Deformations
    Character Animation
    Physics-Based Animation
    Procedural Techniques
    Groups of Objects
    Notes
    --
    18. Using Graphics Hardware
    What Is Graphics Hardware
    Describing Geometry for the Hardware
    Processing Geometry into Pixels
    19. Building Interactive Graphics Applications
    The Ball Shooting Program
    Programming Models
    The Model view-Controller Architecture
    Example Implementations
    Applying Our Results
    Notes
    Exercises
    --
    20. Light
    Radiometry
    Transport Equation
    Photometry
    --
    21. Color
    Colorimetry
    Color Spaces
    Chromatic Adaptation
    Color Appearance
    Notes
    --
    22. Visual Perception
    Vision Science
    Visual Sensitivity
    Spatial Vision
    Objects, Locations, and Events
    Picture Perception
    --
    23. Tone Reproduction
    Classification
    Dynamic Range
    Color
    Image Formation
    Frequency-Based Operators
    Gradient-Domain Operators
    Spatial Operators
    Division
    Sigmoids
    Other Approaches
    Night Tone mapping
    Discussion
    --
    24. Global Illumination
    Particle Tracing for Lambertian Scenes
    Path Tracing
    Accurate Direct Lighting
    --
    25. Reflection Models
    Real-World Materials
    Implementing Reflection Models
    Specular Reflection Models
    Smooth Layered Model
    Rough Layered Model
    26. Computer Graphics in Games
    Platforms
    Limited Resources
    Optimization Techniques
    Game Types
    The Game Production Process
    --
    27. Visualization
    Background
    Data Types
    Human-Centered Design Process
    Visual Encoding Principles
    Interaction Principles
    Composite and Adjacent Views
    Data Reduction
    Examples
    --
    28. Spatial-Field Visualization
    2D Scalar Fields
    3D Scalar Fields
    --
    References
  • 内容简介:
    With contributions by Michael Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett Johnson, Tamara Munzner, Erik Reinhard, Kelvin Sung, William B. Thompson, Peter Willemsen, Brian Wyvill.
    The third edition of this widely adopted text gives students a compre
  • 作者简介:
    Peter Shirley is a principal research scientist at NVIDIA and an adjunct professor in the School of Computing at the University of Utah. He has held positions at Indiana University and the Program of Computer Graphics at Cornell University.
    Steve Marschner is an associate professor in the Computer Science Department and Program of Computer Graphics at Cornell University.
  • 目录:
    Table of Contents
    Preface
    -
    1. Introduction
    Graphics Areas
    Major Applications
    Graphics APIs
    Graphics Pipeline
    Numerical Issues
    Efficiency
    Designing and Coding Graphics Programs
    -
    2. Miscellaneous Math
    Sets and Mappings
    Solving Quadratic Equations
    Trigonometry
    Vectors
    Curves and Surfaces
    Linear Interpolation
    Triangles
    -
    3. Raster Images
    Raster Devices
    Images, Pixels, and Geometry
    RGB Color
    Alpha Compositing
    -
    4. Ray Tracing
    The Basic Ray – Tracing Algorithm
    Perspective
    Computing Viewing Rays
    Ray-Object Intersection
    Shading
    A Ray – Tracing Program
    Shadows
    Ideal Specular Reflection
    Historical Notes
    -
    5. Linear Algebra
    Determinants
    Matrices
    Computing with Matrices and Determinants
    Eigen values and Matrix Diagonalization
    -
    6. Transformation Matrices
    2D Linear Transformations
    3D Linear Transformations
    Translation and Affine Transformations
    Inverses of Transformation Matrices
    Coordinate Transformations
    -
    7. Viewing
    Viewing Transformations
    Projective Transformations
    Perspective Projection
    Some Properties of the Perspective Transform
    Field-of-View
    -
    8. The Graphics Pipeline
    Rasterization
    Operations Before and After Rasterization
    Simple Antialiasing
    Culling Primitives for Efficiency
    --
    9. Signal Processing
    Digital Audio: Sampling in 1D
    Convolution
    Convolution Filters
    Signal Processing for Images
    Sampling Theory
    --
    10. Surface Shading
    Diffuse Shading
    Phong Shading
    Artistic Shading
    --
    11. Texture Mapping
    3D Texture Mapping
    2D Texture Mapping
    Texture Mapping for Rasterized Triangles
    Bump Textures
    Displacement Mapping
    Environment Maps
    Shadow Maps
    --
    12. Data Structures for Graphics
    Triangle Meshes
    Scene Graphs
    Spatial Data Structures
    BSP Trees for Visibility
    Tiling Multidimensional Arrays
    --
    13. More Ray Tracing
    Transparency and Refraction
    Instancing
    Constructive Solid Geometry
    Distribution Ray Tracing
    --
    14. Sampling
    Integration
    Continuous Probability
    Monte Carlo Integration
    Choosing Random Points
    --
    15. Curves
    Curves
    Curve Properties
    Polynomial Pieces
    Putting Pieces Together
    Cubics
    Approximating Curves
    Summary
    --
    16. Implicit Modeling
    Implicit Functions, Skeletal Primitives and Summation Blending
    Rendering
    Space Partitioning
    More on Blending
    Constructive Solid Geometry
    Warping
    Precise Contact Modeling
    The Blob Tree
    Interactive Implicit Modeling Systems
    --
    17. Computer Animation
    Principles of Animation
    Key framing
    Deformations
    Character Animation
    Physics-Based Animation
    Procedural Techniques
    Groups of Objects
    Notes
    --
    18. Using Graphics Hardware
    What Is Graphics Hardware
    Describing Geometry for the Hardware
    Processing Geometry into Pixels
    19. Building Interactive Graphics Applications
    The Ball Shooting Program
    Programming Models
    The Model view-Controller Architecture
    Example Implementations
    Applying Our Results
    Notes
    Exercises
    --
    20. Light
    Radiometry
    Transport Equation
    Photometry
    --
    21. Color
    Colorimetry
    Color Spaces
    Chromatic Adaptation
    Color Appearance
    Notes
    --
    22. Visual Perception
    Vision Science
    Visual Sensitivity
    Spatial Vision
    Objects, Locations, and Events
    Picture Perception
    --
    23. Tone Reproduction
    Classification
    Dynamic Range
    Color
    Image Formation
    Frequency-Based Operators
    Gradient-Domain Operators
    Spatial Operators
    Division
    Sigmoids
    Other Approaches
    Night Tone mapping
    Discussion
    --
    24. Global Illumination
    Particle Tracing for Lambertian Scenes
    Path Tracing
    Accurate Direct Lighting
    --
    25. Reflection Models
    Real-World Materials
    Implementing Reflection Models
    Specular Reflection Models
    Smooth Layered Model
    Rough Layered Model
    26. Computer Graphics in Games
    Platforms
    Limited Resources
    Optimization Techniques
    Game Types
    The Game Production Process
    --
    27. Visualization
    Background
    Data Types
    Human-Centered Design Process
    Visual Encoding Principles
    Interaction Principles
    Composite and Adjacent Views
    Data Reduction
    Examples
    --
    28. Spatial-Field Visualization
    2D Scalar Fields
    3D Scalar Fields
    --
    References
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