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計(jì)算機(jī)圖形學(xué)(第四版 英文版)

計(jì)算機(jī)圖形學(xué)(第四版 英文版)

定 價(jià):¥89.00

作 者: (美)赫恩 等著
出版社: 電子工業(yè)出版社
叢編項(xiàng):
標(biāo) 簽: 多媒體

ISBN: 9787121157059 出版時(shí)間: 2012-02-01 包裝: 平裝
開本: 16開 頁數(shù): 863 字?jǐn)?shù):  

內(nèi)容簡(jiǎn)介

  《國外計(jì)算機(jī)科學(xué)教材系列:計(jì)算機(jī)圖形學(xué)(英文版)(第4版)》是一本內(nèi)容豐富、取材新穎的計(jì)算機(jī)圖形學(xué)著作,在前一版的基礎(chǔ)上進(jìn)行了全面擴(kuò)充,增加了許多新的內(nèi)容,覆蓋了近年來計(jì)算機(jī)圖形學(xué)的最新發(fā)展和成就。全書層次分明、重點(diǎn)突出,并附有使用OpenGL編寫的大量程序及各種效果圖,是一本難得的優(yōu)秀教材。全書共分為24章及3個(gè)附錄,全面系統(tǒng)地講解了計(jì)算機(jī)圖形學(xué)的基本概念和相關(guān)技術(shù)。作者首先對(duì)計(jì)算機(jī)圖形學(xué)進(jìn)行綜述;然后講解二維圖形的對(duì)象表示、算法及應(yīng)用,三維圖形的相關(guān)技術(shù)、建模和變換等;接著介紹光照模型、顏色模型和動(dòng)畫技術(shù)?!秶庥?jì)算機(jī)科學(xué)教材系列:計(jì)算機(jī)圖形學(xué)(英文版)(第4版)》還新增了有關(guān)分層建模與動(dòng)畫的介紹,OpenGL的全面介紹;最后的附錄給出了計(jì)算機(jī)圖形學(xué)中用到的基本數(shù)學(xué)概念、圖形文件格式及OpenGL的相關(guān)內(nèi)容等。

作者簡(jiǎn)介

暫缺《計(jì)算機(jī)圖形學(xué)(第四版 英文版)》作者簡(jiǎn)介

圖書目錄

1 A Survey of Computer Graphics
1-1 Graphs and Charts
1-2 Computer-Aided Design
1-3 Virtual-Reality Environments
1-4 Data Visualizations
1-5 Education and Training
1-6 Computer Art
1-7 Entertainment
1-8 Image Processing
1-9 Graphical User Interfaces
1-10 Summary
2 Computer Graphics Hardware
2-1 Video Display Devices
Refresh Cathode-Ray Tubes
Raster-Scan Displays
Random-Scan Displays
Color CRT Monitors
Flat-Panel Displays
Three-Dimensional Viewing Devices
Stereoscopic and Virtual-Reality Systems
2-2 Raster-Scan Systems
Video Controller
Raster-Scan Display Processor
2-3 GraphicsWorkstations and Viewing Systems
2-4 Input Devices
Keyboards, Button Boxes, and Dials
Mouse Devices
Trackballs and Spaceballs
Joysticks
Data Gloves
Digitizers
Image Scanners
Touch Panels
Light Pens
Voice Systems
2-5 Hard-Copy Devices
2-6 Graphics Networks
2-7 Graphics on the Internet
2-8 Summary
3 Computer Graphics Software
3-1 Coordinate Representations
3-2 Graphics Functions
3-3 Software Standards
3-4 Other Graphics Packages
3-5 Introduction to OpenGL
Basic OpenGL Syntax
Related Libraries
Header Files
Display-Window Management Using GLUT
A Complete OpenGL Program
Error Handling in OpenGL
3-6 Summary
4 Graphics Output Primitives
4-1 Coordinate Reference Frames
Screen Coordinates
Absolute and Relative Coordinate Specifications
4-2 Specifying A Two-DimensionalWorld-
Coordinate Reference Frame in OpenGL
4-3 OpenGL Point Functions
4-4 OpenGL Line Functions
4-5 OpenGL Curve Functions
4-6 Fill-Area Primitives
4-7 Polygon Fill Areas
Polygon Classifications
Identifying Concave Polygons
Splitting Concave Polygons
Splitting a Convex Polygon into a Set of Triangles
Inside-Outside Tests
Polygon Tables
Plane Equations
Front and Back Polygon Faces
4-8 OpenGL Polygon Fill-Area Functions
4-9 OpenGL Vertex Arrays
4-10 Pixel-Array Primitives
4-11 OpenGL Pixel-Array Functions
OpenGL Bitmap Function
OpenGL Pixmap Function
OpenGL Raster Operations
4-12 Character Primitives
4-13 OpenGL Character Functions
4-14 Picture Partitioning
4-15 OpenGL Display Lists
Creating and Naming an OpenGL Display List
Executing OpenGL Display Lists
Deleting OpenGL Display Lists
4-16 OpenGL Display-Window Reshape Function
4-17 Summary
5 Attributes of Graphics
Primitives
5-1 OpenGL State Variables
5-2 Color and Grayscale
RGB Color Components
Color Tables
Grayscale
Other Color Parameters
5-3 OpenGL Color Functions
The OpenGL RGB and RGBA Color Modes
OpenGL Color-Index Mode
OpenGL Color Blending
OpenGL Color Arrays
Other OpenGL Color Functions
5-4 Point Attributes
5-5 OpenGL Point-Attribute Functions
5-6 Line Attributes
Line Width
Line Style
Pen and Brush Options
5-7 OpenGL Line-Attribute Functions
OpenGL Line-Width Function
OpenGL Line-Style Function
Other OpenGL Line Effects
5-8 Curve Attributes
5-9 Fill-Area Attributes
Fill Styles
Color-Blended Fill Regions
5-10 OpenGL Fill-Area Attribute Functions
OpenGL Fill-Pattern Function
OpenGL Texture and Interpolation Patterns
OpenGL Wire-Frame Methods
OpenGL Front-Face Function
5-11 Character Attributes
5-12 OpenGL Character-Attribute Functions
5-13 OpenGL Antialiasing Functions
5-14 OpenGL Query Functions
5-15 OpenGL Attribute Groups
5-16 Summary
6 Implementation Algorithms for Graphics Primitives and Attributes
6-1 Line-Drawing Algorithms
Line Equations
DDA Algorithm
Bresenham's Line Algorithm
Displaying Polylines
6-2 Parallel Line Algorithms
6-3 Setting Frame-Buffer Values
6-4 Circle-Generating Algorithms
Properties of Circles
Midpoint Circle Algorithm
6-5 Ellipse-Generating Algorithms
Properties of Ellipses
Midpoint Ellipse Algorithm
6-6 Other Curves
Conic Sections
Polynomials and Spline Curves
6-7 Parallel Curve Algorithms
6-8 Pixel Addressing and Object Geometry
Screen Grid Coordinates
Maintaining Geometric Properties of Displayed Objects
6-9 Attribute Implementations for Straight-Line Segments and Curves
Line Width
Line Style
Pen and Brush Options
Curve Attributes
6-10 General Scan-Line Polygon-Fill Algorithm
6-11 Scan-Line Fill of Convex Polygons
6-12 Scan-Line Fill for Regions with Curved Boundaries
6-13 Fill Methods for Areas with Irregular Boundaries
Boundary-Fill Algorithm
Flood-Fill Algorithm
6-14 Implementation Methods for Fill Styles
Fill Styles
Color-Blended Fill Regions
6-15 Implementation Methods for Antialiasing
Supersampling Straight-Line Segments
Subpixel Weighting Masks
Area Sampling Straight-Line Segments
Filtering Techniques
Pixel Phasing
Compensating for Line-Intensity Differences
Antialiasing Area Boundaries
6-16 Summary
7 Two-Dimensional Geometric Transformations
7-1 Basic Two-Dimensional Geometric Transformations
Two-Dimensional Translation
Two-Dimensional Rotation
Two-Dimensional Scaling
7-2 Matrix Representations and
Homogeneous Coordinates
Homogeneous Coordinates
Two-Dimensional Translation Matrix
Two-Dimensional Rotation Matrix
Two-Dimensional Scaling Matrix
7-3 Inverse Transformations
7-4 Two-Dimensional Composite Transformations
Composite Two-Dimensional Translations
Composite Two-Dimensional Rotations
Composite Two-Dimensional Scalings
General Two-Dimensional Pivot-Point Rotation
General Two-Dimensional Fixed-Point Scaling
General Two-Dimensional Scaling Directions
Matrix Concatenation Properties
General Two-Dimensional Composite Transformations and Computational
Efficiency
Two-Dimensional Rigid-Body Transformation
Constructing Two-Dimensional Rotation Matrices
Two-Dimensional Composite-Matrix Programming Example
7-5 Other Two-Dimensional Transformations
Reflection
Shear
7-6 Raster Methods for Geometric Transformations
7-7 OpenGL Raster Transformations
7-8 Transformations between Two-Dimensional Coordinate Systems
7-9 OpenGL Functions for Two-Dimensional Geometric Transformations
Basic OpenGL Geometric Transformations
OpenGL Matrix Operations
7-10 OpenGL Geometric-Transformation Programming Examples
7-11 Summary
8 Two-Dimensional Viewing
8-1 The Two-Dimensional Viewing Pipeline
8-2 The ClippingWindow
Viewing-Coordinate Clipping Window
World-Coordinate Clipping Window
8-3 Normalization and Viewport Transformations
Mapping the Clipping Window into a Normalized Viewport
Mapping the Clipping Window into a Normalized Square
Display of Character Strings
Split-Screen Effects and Multiple Output Devices
8-4 OpenGL Two-Dimensional Viewing Functions
OpenGL Projection Mode
GLU Clipping-Window Function
OpenGL Viewport Function
Creating a GLUT Display Window
Setting the GLUT Display-Window Mode and Color
GLUT Display-Window Identifier
Deleting a GLUT Display Window
Current GLUT Display Window
Relocating and Resizing a GLUT Display Window
Managing Multiple GLUT Display Windows
GLUT Subwindows
Selecting a Display-Window Screen-Cursor Shape
Viewing Graphics Objects in a GLUT Display Window
Executing the Application Program
Other GLUT Functions
OpenGL Two-Dimensional Viewing Program Example
8-5 Clipping Algorithms
8-6 Two-Dimensional Point Clipping
8-7 Two-Dimensional Line Clipping
Cohen-Sutherland Line Clipping
Liang-Barsky Line Clipping
Nicholl-Lee-Nicholl Line Clipping
Line Clipping Using Nonrectangular Polygon Clip Windows
Line Clipping Using Nonlinear Clipping-Window Boundaries
8-8 Polygon Fill-Area Clipping
Sutherland--Hodgman Polygon Clipping
Weiler-Atherton Polygon Clipping
Polygon Clipping Using Nonrectangular Polygon Clip Windows
Polygon Clipping Using Nonlinear Clipping-Window Boundaries
8-9 Curve Clipping
8-10 Text Clipping
8-11 Summary
9 Three-Dimensional Geometric Transformations
9-1 Three-Dimensional Translation
9-2 Three-Dimensional Rotation
Three-Dimensional Coordinate-Axis Rotations
General Three-Dimensional Rotations
Quaternion Methods for Three-Dimensional Rotations
9-3 Three-Dimensional Scaling
9-4 Composite Three-Dimensional Transformations
9-5 Other Three-Dimensional Transformations
Three-Dimensional Reflections
Three-Dimensional Shears
9-6 Transformations between Three-Dimensional Coordinate Systems
9-7 Affine Transformations
9-8 OpenGL Geometric-Transformation Functions
OpenGL Matrix Stacks
9-9 OpenGL Three-Dimensional Geometric-Transformation Programming Examples
9-10 Summary
10 Three-Dimensional Viewing
10-1 Overview of Three-Dimensional Viewing Concepts
Viewing a Three-Dimensional Scene
Projections
Depth Cueing
Identifying Visible Lines and Surfaces
Surface Rendering
Exploded and Cutaway Views
Three-Dimensional and Stereoscopic Viewing
10-2 The Three-Dimensional Viewing Pipeline
10-3 Three-Dimensional Viewing-Coordinate Parameters
The View-Plane Normal Vector
The View-Up Vector
The uvn Viewing-Coordinate Reference Frame
Generating Three-Dimensional Viewing Effects
10-4 Transformation fromWorld to Viewing Coordinates
10-5 Projection Transformations
10-6 Orthogonal Projections
Axonometric and Isometric Orthogonal Projections
Orthogonal Projection Coordinates
Clipping Window and Orthogonal-Projection View Volume
Normalization Transformation for an Orthogonal Projection
10-7 Oblique Parallel Projections
Oblique Parallel Projections in Drafting and Design
Cavalier and Cabinet Oblique Parallel Projections
Oblique Parallel-Projection Vector
Clipping Window and Oblique Parallel-Projection View Volume
Oblique Parallel-Projection Transformation Matrix
Normalization Transformation for an Oblique Parallel Projection
10-8 Perspective Projections
Perspective-Projection Transformation Coordinates
Perspective-Projection Equations: Special Cases
Vanishing Points for Perspective Projections
Perspective-Projection View Volume
Perspective-Projection Transformation Matrix
Symmetric Perspective-Projection Frustum
Oblique Perspective-Projection Frustum
Normalized Perspective-Projection Transformation Coordinates
10-9 The Viewport Transformation and Three-Dimensional Screen Coordinates
10-10 OpenGL Three-Dimensional Viewing Functions
OpenGL Viewing-Transformation Function
OpenGL Orthogonal-Projection Function
OpenGL Symmetric Perspective-Projection Function
OpenGL General Perspective-Projection Function
OpenGL Viewports and Display Windows
OpenGL Three-Dimensional Viewing Program Example
10-11 Three-Dimensional Clipping Algorithms
Clipping in Three-Dimensional Homogeneous Coordinates
Three-Dimensional Region Codes
Three-Dimensional Point and Line Clipping
Three-Dimensional Polygon Clipping
Three-Dimensional Curve Clipping
Arbitrary Clipping Planes
10-12 OpenGL Optional Clipping Planes
10-13 Summary
11 Hierarchical Modeling
11-1 Basic Modeling Concepts
System Representations
Symbol Hierarchies
11-2 Modeling Packages
11-3 General Hierarchical Modeling Methods
Local Coordinates
Modeling Transformations
Creating Hierarchical Structures
11-4 Hierarchical Modeling Using OpenGL Display Lists
11-5 Summary
12 Computer Animation
12-1 Raster Methods for Computer Animation
Double Buffering
Generating Animations Using Raster Operations
12-2 Design of Animation Sequences
12-3 Traditional Animation Techniques
12-4 General Computer-Animation Functions
12-5 Computer-Animation Languages
12-6 Key-Frame Systems
Morphing
Simulating Accelerations
12-7 Motion Specifications
Direct Motion Specification
Goal-Directed Systems
Kinematics and Dynamics
12-8 Character Animation
Articulated Figure Animation
Motion Capture
12-9 Periodic Motions
12-10 OpenGL Animation Procedures
12-11 Summary
13 Three-Dimensional Object Representations
13-1 Polyhedra
13-2 OpenGL Polyhedron Functions
OpenGL Polygon Fill-Area Functions
GLUT Regular Polyhedron Functions
Example GLUT Polyhedron Program
13-3 Curved Surfaces
13-4 Quadric Surfaces
Sphere
Ellipsoid
Torus
13-5 Superquadrics
Superellipse
Superellipsoid
13-6 OpenGL Quadric-Surface and Cubic-Surface Functions
GLUT Quadric-Surface Functions
GLUT Cubic-Surface Teapot Function
GLU Quadric-Surface Functions
Example Program Using GLUT and GLU Quadric-Surface Functions
13-7 Summary
14 Spline Representations
14-1 Interpolation and Approximation Splines
14-2 Parametric Continuity Conditions
14-3 Geometric Continuity Conditions
14-4 Spline Specifications
14-5 Spline Surfaces
14-6 Trimming Spline Surfaces
14-7 Cubic-Spline Interpolation Methods
Natural Cubic Splines
Hermite Interpolation
Cardinal Splines
Kochanek-Bartels Splines
14-8 Bézier Spline Curves
Bézier Curve Equations
Example Bézier Curve-Generating Program
Properties of Bézier Curves
Design Techniques Using Bézier Curves
Cubic Bézier Curves
14-9 Bézier Surfaces
14-10 B-Spline Curves
B-Spline Curve Equations
Uniform Periodic B-Spline Curves
Cubic Periodic B-Spline Curves
Open Uniform B-Spline Curves
Nonuniform B-Spline Curves
14-11 B-Spline Surfaces
14-12 Beta-Splines
Beta-Spline Continuity Conditions
Cubic Periodic Beta-Spline Matrix Representation
14-13 Rational Splines
14-14 Conversion Between Spline Representations
14-15 Displaying Spline Curves and Surfaces
Horner's Rule
Forward-Difference Calculations
Subdivision Methods
14-16 OpenGL Approximation-Spline Functions
OpenGL Bézier-Spline Curve Functions
OpenGL Bézier-Spline Surface Functions
GLU B-Spline Curve Functions
GLU B-Spline Surface Functions
GLU Surface-Trimming Functions
14-17 Summary
15 Other Three-Dimensional Object Representations
15-1 Blobby Objects
15-2 Sweep Representations
15-3 Constructive Solid-Geometry Methods
15-4 Octrees
15-5 BSP Trees
15-6 Physically Based Modeling
15-7 Summary
16 Visible-Surface Detection Methods
16-1 Classification of Visible-Surface Detection Algorithms
16-2 Back-Face Detection
16-3 Depth-Buffer Method
16-4 A-Buffer Method
16-5 Scan-Line Method
16-6 Depth-Sorting Method
16-7 BSP-Tree Method
16-8 Area-Subdivision Method
16-9 Octree Methods
16-10 Ray-Casting Method
16-11 Comparison of Visibility-Detection Methods
16-12 Curved Surfaces
Curved-Surface Representations
Surface Contour Plots
16-13 Wire-Frame Visibility Methods
Wire-Frame Surface-Visibility Algorithms
Wire-Frame Depth-Cueing Algorithm
16-14 OpenGL Visibility-Detection Functions
OpenGL Polygon-Culling Functions
OpenGL Depth-Buffer Functions
OpenGL Wire-Frame Surface-Visibility Methods
OpenGL Depth-Cueing Function
16-15 Summary
17 Illumination Models and Surface-Rendering Methods
17-1 Light Sources
Point Light Sources
Infinitely Distant Light Sources
Radial Intensity Attenuation
Directional Light Sources and Spotlight Effects
Angular Intensity Attenuation
Extended Light Sources and the Warn Model
17-2 Surface Lighting Effects
17-3 Basic Illumination Models
Ambient Light
Diffuse Reflection
Specular Reflection and the Phong Model
Combined Diffuse and Specular Reflections
Diffuse and Specular Reflections from Multiple Light Sources
Surface Light Emissions
Basic Illumination Model with Intensity Attenuation and Spotlights
RGB Color Considerations
Other Color Representations
Luminance
17-4 Transparent Surfaces
Translucent Materials
Light Refraction
Basic Transparency Model
17-5 Atmospheric Effects
17-6 Shadows
17-7 Camera Parameters
17-8 Displaying Light Intensities
Distributing System Intensity Levels
Gamma Correction and Video Lookup Tables
Displaying Continuous-Tone Images
17-9 Halftone Patterns and Dithering Techniques
Halftone Approximations
Dithering Techniques
17-10 Polygon Rendering Methods
Constant-Intensity Surface Rendering
Gouraud Surface Rendering
Phong Surface Rendering
Fast Phong Surface Rendering
17-11 OpenGL Illumination and Surface-Rendering Functions
OpenGL Point Light-Source Function
Specifying an OpenGL Light-Source Position and Type
Specifying OpenGL Light-Source Colors
Specifying Radial-Intensity Attenuation Coefficients for an OpenGL Light Source
OpenGL Directional Light Sources (Spotlights)
OpenGL Global Lighting Parameters
OpenGL Surface-Property Function
OpenGL Illumination Model
OpenGL Atmospheric Effects
OpenGL Transparency Functions
OpenGL Surface-Rendering Functions
OpenGL Halftoning Operations
17-12 Summary
18 Texturing and Surface-Detail Methods
18-1 Modeling Surface Detail with Polygons
18-2 Texture Mapping
Linear Texture Patterns
Surface Texture Patterns
Volume Texture Patterns
Texture Reduction Patterns
Procedural Texturing Methods
18-3 Bump Mapping
18-4 Frame Mapping
18-5 OpenGL Texture Functions
OpenGL Line-Texture Functions
OpenGL Surface-Texture Functions
OpenGL Volume-Texture Functions
OpenGL Color Options for Texture Patterns
OpenGL Texture-Mapping Options
OpenGL Texture Wrapping
Copying OpenGL Texture Patterns from the Frame Buffer
OpenGL Texture-Coordinate Arrays
Naming OpenGL Texture Patterns
OpenGL Texture Subpatterns
OpenGL Texture Reduction Patterns
OpenGL Texture Borders
OpenGL Proxy Textures
Automatic Texturing of Quadric Surfaces
Homogeneous Texture Coordinates
Additional OpenGL Texture Options
18-6 Summary
19 Color Models and Color Applications
19-1 Properties of Light
The Electromagnetic Spectrum
Psychological Characteristics of Color
19-2 Color Models
Primary Colors
Intuitive Color Concepts
19-3 Standard Primaries and the Chromaticity Diagram
The XYZ Color Model
Normalized XYZ Values
The CIE Chromaticity Diagram
Color Gamuts
Complementary Colors
Dominant Wavelength
Purity
19-4 The RGB Color Model
19-5 The YIQ and Related Color Models
The YIQ Parameters
Transformations Between RGB and YIQ Color Spaces
The YUV and YCrCb Systems
19-6 The CMY and CMYK Color Models
The CMY Parameters
Transformations Between CMY and RGB Color Spaces
19-7 The HSV Color Model
The HSV Parameters
Selecting Shades, Tints, and Tones
Transformations Between HSV and RGB Color Spaces
19-8 The HLS Color Model
19-9 Color Selection and Applications
19-10 Summary
20 Interactive Input Methods and Graphical User Interfaces
20-1 Graphical Input Data
20-2 Logical Classification of Input Devices
Locator Devices
Stroke Devices
String Devices
Valuator Devices
Choice Devices
Pick Devices
20-3 Input Functions for Graphical Data
Input Modes
Echo Feedback
Callback Functions
20-4 Interactive Picture-Construction Techniques
Basic Positioning Methods
Dragging
Constraints
Grids
Rubber-Band Methods
Gravity Field
Interactive Painting and Drawing Methods
20-5 Virtual-Reality Environments
20-6 OpenGL Interactive Input-Device Functions
GLUT Mouse Functions
GLUT Keyboard Functions
GLUT Tablet Functions
GLUT Spaceball Functions
GLUT Button-Box Function
GLUT Dials Function
OpenGL Picking Operations
20-7 OpenGL Menu Functions
Creating a GLUT Menu
Creating and Managing Multiple GLUT Menus
Creating GLUT Submenus
Modifying GLUT Menus
20-8 Designing a Graphical User Interface
The User Dialogue
Windows and Icons
Accommodating Multiple Skill Levels
Consistency
Minimizing Memorization
Backup and Error Handling
Feedback
20-9 Summary
21 Global Illumination
21-1 Ray-Tracing Methods
Basic Ray-Tracing Algorithm
Ray-Surface Intersection Calculations
Ray-Sphere Intersections
Ray-Polyhedron Intersections
Reducing Object-Intersection Calculations
Space-Subdivision Methods
Simulating Camera Focusing Effects
Antialiased Ray Tracing
Distributed Ray Tracing
21-2 Radiosity Lighting Model
Radiant-Energy Terms
The Basic Radiosity Model
Progressive Refinement Radiosity Method
21-3 Environment Mapping
21-4 Photon Mapping
21-5 Summary
22 Programmable Shaders
22-1 A History of Shading Languages
Cook's Shade Trees
Perlin's Pixel Stream Editor
RenderMan
22-2 The OpenGL Pipeline
The Fixed-Function Pipeline
Changing the Pipeline Structure
Vertex Shaders
Fragment Shaders
Geometry Shaders
Tessellation Shaders
22-3 The OpenGL Shading Language
Shader Structure
Using Shaders in OpenGL
Basic Data Types
Vectors
Matrices
Structures and Arrays
Control Structures
GLSL Functions
Communicating with OpenGL
22-4 Shader Effects
A Phong Shader
Texture Mapping
Bump Mapping
22-5 Summary
23 Algorithmic Modeling
23-1 Fractal-Geometry Methods
Fractal Generation Procedures
Classification of Fractals
Fractal Dimension
Geometric Construction of Deterministic Self-Similar Fractals
Geometric Construction of Statistically Self-Similar Fractals
Affine Fractal-Construction Methods
Random Midpoint-Displacement Methods
Controlling Terrain Topography
Self-Squaring Fractals
Self-Inverse Fractals
23-2 Particle Systems
23-3 Grammar-Based Modeling Methods
23-4 Summary
24 Visualization of Data Sets
24-1 Visual Representations for Scalar Fields
24-2 Visual Representations for Vector Fields
24-3 Visual Representations for Tensor Fields
24-4 Visual Representations for Multivariate Data Fields
24-5 Summary
A Mathematics for Computer Graphics
A-1 Coordinate Reference Frames
Two-Dimensional Cartesian Screen Coordinates
Standard Two-Dimensional Cartesian Reference Frames
Polar Coordinates in the xy Plane
Standard Three-Dimensional Cartesian Reference Frames
Three-Dimensional Cartesian Screen Coordinates
Three-Dimensional Curvilinear-Coordinate Systems
Solid Angle
A-2 Points and Vectors
Point Properties
Vector Properties
Vector Addition and Scalar Multiplication
Scalar Product of Two Vectors
Vector Product of Two Vectors
A-3 Tensors
A-4 Basis Vectors and the Metric Tensor
Determining Basis Vectors for a Coordinate Space
Orthonormal Basis
Metric Tensor
A-5 Matrices
Scalar Multiplication and Matrix Addition
Matrix Multiplication
Matrix Transpose
Determinant of a Matrix
Matrix Inverse
A-6 Complex Numbers
Basic Complex Arithmetic
Imaginary Unit
Complex Conjugate and Modulus of a Complex Number
Complex Division
Polar-Coordinate Representation for a Complex Number
A-7 Quaternions
A-8 Nonparametric Representations
A-9 Parametric Representations
A-10 Rate-of-Change Operators
Gradient Operator
Directional Derivative
General Form of the Gradient Operator
Laplace Operator
Divergence Operator
Curl Operator
A-11 Rate-of-Change Integral Transformation Theorems
Stokes's Theorem
Green's Theorem for a Plane Surface
Divergence Theorem
Green's Transformation Equations
A-12 Area and Centroid of a Polygon
Area of a Polygon
Centroid of a Polygon
A-13 Calculating Properties of Polyhedra
A-14 Numerical Methods
Solving Sets of Linear Equations
Finding Roots of Nonlinear Equations
Evaluating Integrals
Solving Ordinary Differential Equations
Solving Partial Differential Equations
Least-Squares Curve-Fitting Methods for Data Sets
B Graphics File Formats
B-1 Image-File Configurations
B-2 Color-Reduction Methods
Uniform Color Reduction
Popularity Color Reduction
Median-Cut Color Reduction
B-3 File-Compression Techniques
Run-Length Encoding
LZW Encoding
Other Pattern-Recognition Compression Methods
Huffman Encoding
Arithmetic Encoding
Discrete Cosine Transform
B-4 Composition of the Major File Formats
JPEG: Joint Photographic Experts Group
CGM: Computer-Graphics Metafile Format
TIFF: Tag Image-File Format
PNG: Portable Network-Graphics Format
XBM: X Window System Bitmap Format and XPM: X Window System Pixmap Format
Adobe Photoshop Format
MacPaint: Macintosh Paint Format
PICT: Picture Data Format
BMP: Bitmap Format
PCX: PC Paintbrush File Format
TGA: Truevision Graphics-Adapter Format
GIF: Graphics Interchange Format
B-5 Summary
C The World of OpenGL
C-1 The Evolution of OpenGL
The Early Years: OpenGL 1.x
OpenGL Goes Tiny: OpenGL ES 1.x
Under New Management: OpenGL and Khronos Group
Programmable Everything: OpenGL 2.x
Tiny Programs: OpenGL ES 2.x
Geometry and Vertex Processing Evolution: OpenGL 3.x
This Generation: OpenGL 4.x
The OpenGL Extension Mechanism
Where Next?
C-2 OpenGL beyond C and C++
OpenGL for Java
Multithreading
Python and OpenGL
Conclusions and Directions
C-3 GPU Architecture, Past, Present, and Future
The Early Days
The Middle Ages
Modern GPUs
Parallelism
Getting the Most out of a Modern GPU
Balance the Workload
Always Move Forwards
Feed the Pipeline
Make Best Use of Your Resources
Bibliography
Index
OpenGL Function Index
Core Library Functions
GLSL Library Functions
GLU Library Functions
GLUT Library Functions

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