Computer Graphics:Principles and Practice Second Edition in C

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作   者:(美)James D. Foley等著

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ISBN:9787111103431

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简介

   By uniquely combining current concepts and practical applications in computer graphics, four well-known authors provide in Computer Graphics: Principles and Practice the most comprehensive, authoritative, and up-to-date coverage of the field. The important algorithms in 3D and 3D graphics are detailed for easy implementation, including a close look at he more subtle special cases. There is also a thorough presentation of the mathematical principles of the mathematical principles of geometric transformations and viewing.    In this book, the authors explore multiple perspectives on computer graphics: the user's, the application programmer's, the package implementer's, and the hardware designer's. For example, the issues of user-centered design are expertly addressed in three chapters on interaction techniques, dialogue design, and user interface software. Hardware concerns are examined in a chapter, contributed by Steven Molnar and Henry Fuchs, on advanced architectures for real-time,high-performance graphics.      

目录

chapter 1

introduction

l.l image processing as picture analysis

l.2 the advantages of interactive graphics

l.3 representative uses of computer graphics

l.4 classification of applications

l.5 development of hardwar and softwar for computer graphics

1.6 conceptual framework for interactive graphics

l.7 summary

exercises

chapter 2

programming in the simple raster

graphics package (srgp)

2.l drawing with srgp

2.2 basic interaction handling

2.3 raster graphics features

2.4 limitations of srgp

2.5 summary

exercises

chapter 3

.basic raster graphlcs algorithms

for drawing 2d primitives

3.l overview

3.2 scan converting lines

3.3 scan converting circles

3.4 scan converting ellipses

3.5 filling rectangles

3.6 filling polygons

3.7 filling ellipse arcs

3.8 dettem filling

3.9 thick primitives

3.l0 line style and pen style,

3.11 clipping in a raster world

3.l2 clipping lines

3.l3 clipping circles and ellipses

3.l4 clipping poygons

3.15 generating charaters

3.l6 srgp_xopypixel

3.l7 antialiasing

3.l8 summare

exercises

chapter 4

graphlcs hardware

4. l hardcopy wnologies

4.2 display technologies

4.3 raster-scan display systems

4.4 the video controler

4.5 random-scan disp1ay processor

4.6 input devices for operaor interaction

4.7 image scanners

exercises

chapter 5

geometrical transformations

5. l 2d transformations

5.2 homogcneous coordinates and matrix representation of

2d transformations

5.3 composition of 2d transformations

5.4 the window-to-viewport transformation

5.5 efficiency

5.6 matrix repreentation of 3d transformations

5.7 composition of 3d transformations

5.8 transformations as a change in coordinate system

exercises

chapter 6

viewing in 3d

6.l projections

6.2 specifying an arbitrary 3d view

6.3 examples of 3d viewing

6.4 the mathematics of planar geometric projections

6.5 implementing planar geometric proections

6.6 coordinate systems

exercises

chapter 7

object hierarchy and simple phlgs (sphigs)

7.l geometric modeling

7.2 characteristics of retained-mode graphics forkages

7.3 defining and displaying structures

7.4 modeling transformations

7.5 hierarehical structure netwnrks

7.6 matrix composition in display traversal

7.7 appearance-attribute handling in hierarchy

7.8 screen updating and rendering modes

7.9 structure network editing for dynamic etttcts

7.l0 interaction

7.ll additional output features

7.l2 implementation issues

7.l3 optimizing display of hierarhical models

7.l4 limitations of hierarchical modeling in phigs

7.l5 alternative forms of hierarchical modeling

7.16 summary

exercises

chapter 8

input devices. interaction techniques,

and interaction tasks

8.l interaction hardwar

8.2 basic interaction tasks

8.3 composite interaction tasks

exercises

chapter 9

dlalogue deslgn

9.1 the form and content of user-computer dialogues

9.2 user-interface styles

9.3 important design considerations

9.4 modes and syntax

9.5 visua1 deign

9.6 the design methodology

exereises

chapter 1o

user interface software

l0.l basic interation-handling models

l0.2 window-management systems

10.3 output handling in wndow systems

l0.4 input handling in window systems

l0.5 interaction-tpehnique toolkits

l0.6 m-interface management systems

exercises

chapter 11

representing curves and surfaces

ll.l polygon meshes

ll.2 metric cubic curves

ll.3 metric bicubic surfaces

ll.4 quadric surfaces

ll.5 summary

exercises

chapter 12

solid modellng

l2.l representing solids

l2.2 regularized boolean set operations

l2.3 primitive instancing

l2.4 sweep representations

l2.5 boundary representations

l2.6 spatial-pwtitioning representations

l2.7 constructive solid geomeny

l2.8 comparison of representatinns

12.9 user interfaccs for solid modeiing

l2.l0 summary

exercises

chapter 13

achromatic and colored light

13.l achromatic light

l3.2 chromatic color

l3.3 color models for raster graphics

l3.4 reproducing color

l3.5 using color in computer graphics

l3.6 summary

exercises

chapter 14

the quest for visual reallsm

l4.l why realism?

l4.2 fundamental difficulties

l4.3 rendering techniques for line drawings

l4.4 rendering techniques for shaded images

l4.5 improved object models

l4.6 dynamics

l4.7 stereopsis

l4.8 improved displays

l4.9 interating with our other senses

14.l0 aliasing and antialiasing

l4.ll summny

exercises

chapter 15
visible-surface determlnatlon

l5.l functions of twn variables

l5.2 techniques for efficient visible-surface algorithms

15.3 algorithms for visible-line determination

l5.4 the z-buffer algorithm

l5.5 list-priority algorithms

l5.6 scan-line algorithms

l5.7 area-suixlivision algorithms

l5.8 algorithms for octrees

l5.9 algorithms for curved surfaces

l5.l0 visibie-surface ray tracing

l5.l1 summny

exercises

chapter 16

illumlnation and shading

l6.l illumination models

l6.2 shading models for polygons

l6.3 surface detail

l6.4 shadows

l6.5 wsparency

l6.6 interobect reflections

l6.7 physically based illumination models

l6.8 extended light sources

l6.9 spectral sampling

l6.l0 improving the camera model

l6.ll global illumination algorithms

l6.l2 recursive ray tracing

l6.l3 radiosity methods

l6.l4 the rendering pipeline

l6.l5 summary

exercises

chapter 17

image manlpulation and storage

l7.l what is an image?

l7.2 filtering

l7.3 image processing

l7.4 geometric transformations of images

l7.5 multipass transformations

i7.6 image compositing

l7.7 mechanisms for image storage

l7.8 special effects with images

l7.9 summary

exercises

chapter 18

aovanced raster graphlcs archltecture

l8.l simpie raster-disp1ay system

18.2 display-processor systems

l8.3 standard graphics pipeline

l8.4 introduction to multiprocessing

l8.5 pipeiine front-end architectures

l8.6 paraliel front-end architectures

l8.7 multiprocessor rasterization architectures

l8.8 image-parallel rasterization

l8.9 object-parallel rasterization

l8.l0 hybrid-parallel rasterization

l8.ll enhanced display capabilities

l8.12 summary

exercises

chapter 19

advanced geometrlc and raster algorit

l9.l clipping

19.2 scan-converting primitives

l9.3 antialiasing

l9.4 the special problems of text

i9.5 fil1ing algorithms

19.6 making copypixel fast

l9.7 the shape data structure and shape algebra

19.8 managing windows with bitblt

19.9 page-description languages

l9.10 summary

exercises

chapter 2o

advanced modeling techniques

20.l extensions of previous techniques

20.2 procedural models

20.3 fractal models

20.4 grammar-based models

20.5 particle systems

20.6 volume rendering

20.7 physically based modeling

20.8 special models for natural and synthetic objects

20.9 automating object placement

20.l0 summary

exercises

chapter 21

animation

2l.l conventional and computer-assisted animation

2l.2 animation languages

2l.3 methods of controlling animation

2l.4 basic rules of animation

2l.5 mlems peculiar to animation

2l.6 summary

exercises

appendix: mathematics for computer graphics

a.l vector spaces and affine spaces

a.2 some standard constructions in vector spaces

a.3 dot mucts and distances

a.4 matrices

a.5 linear and affine transformations

a.6 eisenvalues and eigenvectors

a.7 newton-raphson iteration for root finding

exereises

bibuography

index




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