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當(dāng)前位置: 首頁(yè)出版圖書(shū)科學(xué)技術(shù)計(jì)算機(jī)/網(wǎng)絡(luò)軟件與程序設(shè)計(jì)C/C++及其相關(guān)計(jì)算機(jī)圖形學(xué)原理及實(shí)踐:C語(yǔ)言描述 英文版

計(jì)算機(jī)圖形學(xué)原理及實(shí)踐:C語(yǔ)言描述 英文版

計(jì)算機(jī)圖形學(xué)原理及實(shí)踐:C語(yǔ)言描述 英文版

定 價(jià):¥88.00

作 者: (美)James D.Foley等著
出版社: 機(jī)械工業(yè)出版社
叢編項(xiàng): 經(jīng)典原版書(shū)庫(kù)
標(biāo) 簽: 圖形學(xué)

ISBN: 9787111103431 出版時(shí)間: 2002-06-01 包裝: 平裝
開(kāi)本: 21cm 頁(yè)數(shù): 1276 字?jǐn)?shù):  

內(nèi)容簡(jiǎn)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.

作者簡(jiǎn)介

暫缺《計(jì)算機(jī)圖形學(xué)原理及實(shí)踐:C語(yǔ)言描述 英文版》作者簡(jiǎn)介

圖書(shū)目錄

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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