计算机图形学

计算机图形学

(美) 赫恩 (Hearn,D.) , 等著

出版社:电子工业出版社

年代:2012

定价:89.0

书籍简介:

本书是一本经典著作,这次版本更新增加了许多实践内容,覆盖了近年来计算机图形学的最新发展和成就,并附有使用OpenGL编写的大量程序以及各种效果图。本书共分24章,全面系统地讲解了计算机图形学的基本概念和相关技术。作者首先对计算机图形学进行综述;然后讲解了二维图形的对象表示、算法及应用,三维图形的相关技术、建模和变换等;接着介绍了层次建模、动画技术、样条曲线表示、纹理处理等方面的内容,最后是光照模型、颜色模型和交互输入法等。

书籍目录:

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

内容摘要:

《国外计算机科学教材系列:计算机图形学(英文版)(第4版)》是一本内容丰富、取材新颖的计算机图形学著作,在前一版的基础上进行了全面扩充,增加了许多新的内容,覆盖了近年来计算机图形学的最新发展和成就。全书层次分明、重点突出,并附有使用OpenGL编写的大量程序及各种效果图,是一本难得的优秀教材。全书共分为24章及3个附录,全面系统地讲解了计算机图形学的基本概念和相关技术。作者首先对计算机图形学进行综述;然后讲解二维图形的对象表示、算法及应用,三维图形的相关技术、建模和变换等;接着介绍光照模型、颜色模型和动画技术。《国外计算机科学教材系列:计算机图形学(英文版)(第4版)》还新增了有关分层建模与动画的介绍,OpenGL的全面介绍;最后的附录给出了计算机图形学中用到的基本数学概念、图形文件格式及OpenGL的相关内容等。

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书名计算机图形学站内查询相似图书
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出版地北京出版单位电子工业出版社
版次1版印次1
定价(元)89.0语种英文
尺寸23 × 18装帧平装
页数 896 印数

书籍信息归属:

计算机图形学是电子工业出版社于2012.2出版的中图分类号为 TP391.41 的主题关于 计算机图形学-程序设计-高等学校-教材-英文 的书籍。