Procedural elements for computer graphics = 计算机图形学的算法基础 / 2nd ed.

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作   者:David F. Rogers.

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ISBN:9787111095958

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简介

   The second edition of this classic computer graphics book represents a major rewrite. Procedural Elements for Computer Graphics is of special interest to students, Programmers and computer graphics professionals.Major new additions include graphical user interfaces, ellipse, imape compression and anialiased line algorithms. Clipping algorithms now include those by Liang-Barsky, Nicholl-Lee-Nicholl as well as the classical Cohen-Sutherland, midpoint, Cyrus-Beck and Sutherland-Hodgman algorithms. In addition to the classical algorithms the visible surface chapter now includes the Apper haloed line, A-buffer, BSP, octree and marching cubes algorithms. The original visible surface ray tracing discussion is much expanded. The rendering chapter now includes additional discussion of physically based illumination models, transparency, shadows, textures, and cone, beam, pencil and stochastic ray tracing. The fundamentals of radiosity are covered in detail. Uniform color spaces and a detailed discussion of gamma correction along with color image quantization and color reproduction for print media are added. However, this edition retains and adds to the many detailed worked examples of the original.      

目录

chapter 1 introduction to computer graphics

1--1 overview of computer graphics

representing pictures

preparing pictures for presentation

preseoting previously prepared pictures

1--2 raster refresh graphics displays

frame buffers

1--3 cathode ray tube basics

color crt raster scan monitors

1--4 video basics

american standard video

high definition television

1--5 flat panel displays

flat crt

plasma display

electroluminescelit display

liquid cristal displar

1--6 hardcopy output devices

electndatic plotters

ink jet plotters

.thermal plotters

dye sublimation printers

pen and ink plotters

laser printers

color film camras

1--7 logical interactire devices

the locator thnction

the valuator function

the battom or choice funtion

the pick function

1--8 physical interactive devices

tablets

touch panels

control dials

joystick

thackball

mouse

function switches

light pen

spaceball

data glove

simulation of alternate devices

1--9 data generation devices

scanners

three-dimeusional digitizers

motion capture

1--10 graphical user interfaces

cursors

radio buttons

valuators

scroll bars

grids

dialog boxes

menus

icons

sketching

3-d illteraction

summary

chapter 2 raster scan graphics

2--1 line drawing algorithms

2--2 digital differentiai analyzer

2--3 bresenham's algorithm

integer bresenham's algorithm

general bresenham's algorithm

faster line haerization algorithms

2--4 circle generationbresenham's algorithm

2--5 ellipse generation

2--6 general function rasterization

2--7 scan c onversion--generation of the display

real-time scan conversion

a simple active edge list using poillters

a sorted active edge list

an active edge list using a linked list

updating the linked list

2--8 image compression

run-length encoding

area image compression

2--9 displaying lines, characters and polygons

line display

chazarter display

solid area scan convesion

2--10 polygon filling

scanconverting polygons

2--11 a simple parity scan conversion algorithm

2--12 ordered edge list polygon scan conversion

a simple ordered edge list algorithm

more efficieot ordered edge list algorithms

2--13 the edge fill algorithm

2--14 the edge fdag algorithm

2--15 seed fill algorithms

a simple seed fi1l algorithm

a scan line seed fill algorithm

2-16 fundamentals of antialiasing

supcrsampling

simple area alltialiasing

the convolution integral and antialiasing

filter functions

2--17 halftoning

patterning

thresholding and error distribution

ordered dither

chapter 3 clipping

3--1 two-dimensional clipping

a simple visibility algorithin

end point codes

3--2 cohen-sutherland subdivision line

clipping algorithm

3--3 midpoint subdivision algorithm

3--4 two-dimensional line clipping for

convex boundaries

parially visible lines

3--5 cyrus--beck algorithm

partially visible lines

totally visible lines

totally invisible lines

formal statemeot of cyrus-beck algorithm

irregular windows

3--6 liangbarsky twrvdimensional clipping

comparison with the cyrus--beck algorithm

3--7 nicholl--lee--nicholl two-dimensional clipping

3--8 interior and exterior clipping

3--9 identifying convex polygons and dotermining the

inward normal

3--10 splitting concave polygons

3--1l three-dimensional clipping

3--12 three-dimensional midpoillt subdivision algorithm

3--13 three-dimensional cyrusbeck algorithm

3--l4 liangbarsky three-dimensional clipping

3--15 clipping in homogeneous coordinates

the cyrus--beck algorithm

the liang-barsky algorithm

3--16 determining the inward normal and

three-dimensional conve sots

3--17 splitting concave volumes

3--18 polygon clipping

3--19 reentrant polygon clipping

sutherland-hodgman algorithm

determining the visibility of a point

line iotersections

the algorithm

3--20 liangbarsky polygon clipping

entering and leaving vertices

turning vertices

development of the algorithm

horizontal and vertical edges

the algorithm

3--21 concave clipping regions

weiler--atherton algorithm

special cases

3--22 character clipping

chapter 4 visible lines and visible surfaces

4--1 introduction

4--2 floating horizon algorithm

upper horizon

lower horizon

function interpolation

aliasing

the alewitha

cross-hatching

4--3 roberts algorithm

volume matrices

plane equaions

viewing transformations and volume matrices

self hidden plares

lines hidden by other volumes

penetrating volumes

totally visible lines

the algorithm

4--4 warnoch algorithm

quadree data strucure

subdivision criteria

the ffelationship of a polygon to a window

hierazchical appicatbo of

finding surrouder polygons

the basic algoithm

4--5 appel's algorithm

4--6 the haloed line algorithm

4--7 weileratherton algorithm

4--8 a subdivision algorithm for curved surfaces

4--9 z-buffer alsorithm

incrementally caiculating the depth

hierardscal z-buffer

4--10 the a-buffer algorithm

4--11 list priority algorithms

4--12 the newell--newell-sancha algorithm

implementing the tests

4--13 binary space patitioning

the schumaker algorithm

binary spare partition trees

constructing the bsp tree

bsp tree thaversal

culling

summary

4--14 scan line algorithms

4--15 scan line z-buffer algorithm

4--16 a spanning scan line algorithm

invisible coherence

an object space scan line algorithm

4--17 scan line algorithms for curved surfaces

4--18 octrees

octree display

linear octrees

manipulation of octrees

boolean operations

finding neighboring voxels

4--19 marching cubes

ambiguous faces

4--20 a visible surface ray nacing algorithm

bounding volumes

clusters

constructing the cluster tree

priority sort

spatial subdivision

ray-object intersections

opeque visible surface algorithm

4--21 summary

chapter 5 hendering

5--1 introduction

5--2 illumination models

5--3 a simple illumination model

specular reflection

the halfway vector

5--4 determining the surface normal

5--5 determining the reflection vector

5--6 gouraud shading

5--7 phong shading

fast phong shedins

5--8 a simple illumination model with special effects

5--9 a physically based illumination model

energy and intensity

physically based illumination models

the torrance--sparrow surha model

wavelength dependenc-the fresnel term

color shift

physical charajcteristics of light sources

5--10 thansparency

refraction effects in nansparent materials

simple nansparency models

z-bther thansparency

pseudotransparency

5--11 shadows

the scan conversion shadow algorithms

multiple-pass visible surface

the shfor volume algorithms

penumbra shadows

ray thacing shadow algorithms

5--12 texture

mapping functions

twcrpart texture mapping

environment mapping

bump mapping

procedural textures

texture alltialiasing

mipmapping (image pyramids)

summed area tables

5--13 stochastic models

5--14 a global illumination model using ray nacing

5--15 a more complete global illumination model usingn ray tracing

5--16 advances in ray thacing

cone thacing

beam thacing

pencil tracing

stochastic sampling

ray thacing from the light source

5--17 radiosity

enclosures

form factors

the hemicube

rendering

substructuring

progressive refinement

sorting

the ambient cofitribution

adaptive subdivision

hemicube inaccuracies

alternatives to the hemicube

hierarchical radiosity and clustering

miosity for specular environments

the rendering equation

5--18 combined ray tracing and radiosity

the extended two-pass algorithm

5--19 color

chromaticity

tristimulus theory of color

color primary systems

color matching experiment

chromaticity diagrams

the 1931 cie chromaticity diagram

uniform color spaces

gamut limitations

thansformations between color systems

ntsc color system

color cubes

the cmyk color system

the ostwald color system

the hsv color system

the hls color system

the munsell color system

the pantone system

gamma correction

5--20 color image quatization

the bit cuttins algnrithm

the popularity algorithm

the median cut algorithm

octree quatization

sequential scalar quatization

other quantization algorithms

5--21 color repoduction

offset printing

color separation

tone reproduction

gray balance

the black separation

quatization effects

calibeation

gamut mapping

5--22 specialty rendering techniques

duotone printins

rendering natural objects

particle systems

appendix problems and projects

references

index




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Procedural elements for computer graphics = 计算机图形学的算法基础 / 2nd ed.
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