出版社:机械工业出版社
年代:2008
定价:60.0
本书介绍了交互式计算机图形学的相关知识。
Preface
Chapter 0: Getting Started
Visual Communication and Computer Graphics
General Concepts in Visual Communication
Use Appropriate Representation for Your Information
Keep Your Images Focused
Use Appropriate Presentation Levels for Your Information
Use Appropriate Forms for Your Information
Be Very Careful to be Accurate with Your Display
Understand and Respect the Cultural Context of Your Audience
Make Your Interactions Reflect Familiar and Comfortable
Relationships Between Action and Effect
3D Geometry and the Geometry Pipeline
The Scene and the View
3D Model Coordinate Systems
3D World Coordinate System
3D Eye Coordinate System
Projections
Clipping
Choosing Perspective or Orthographic Projections
2D Eye Coordinates
2D Screen Coordinates
Appearance
Color
Textures
Depth Buffering
The Viewing Process
Different Implementation, Same Result
Graphics Cards
A Basic OpenGL Program
The Structure of the Mai n O Function on OpenGL
Model Space
Modeling Transformation
3D World Space
Viewing Transformation
3D Eye Space
Projections
2D Eye Space
2D Screen Space
The Science in the Program
Appearance
Another Way to See the Program
OpenGL Extensions
Summary
OpenGL Glossary for the Chapter
Questions
Exercises
Experiments
Chapter 1: Viewing and Projection
Introduction
Fundamental Model of Viewing
Definitions
Setting Up the Viewing Environment
Defining the Projection
View Volumes
The Orthographic Projection
The Perspective Projection
Calculating the Perspective Projection
Clipping on the View Volume
Defining the Window and Viewport
Some Aspects of Managing the View
Hidden Surfaces
Double Buffering
Stereo Viewing
Viewing and Visual Communication
Implementation of Viewing and Proiection in OpenGL
Defining a Window and Viewport
Reshaping the Window
Defining a Viewing Environment
Defining a Perspective Projection
……
Chapter 2: Principles of Modeling
Chapter 3: Implementing Modeling in OpenGL
Chapter 4: Mathematics for Modeling
ChaDter 5: Color and Blending
Chapter 6: Lighting and Shading
Chapter 7: Events and Interactive Programming
Chapter 8: Texture Mapping
Chapter 9: Graphical Problem Solving in Science
Chapter 10: Rendering and the Rendering Pipeline
Chapter 11: Dynamics and Animation
Chapter 12: High-Performance Graphics Techniques
Chapter 13: Interpolation and Spline Modeling
ChaDter 14: Nonpolygon Graphics
Chapter 15: Hardcopy
References and Resources
Appendix
Index
本书系统地介绍了交互式计算机图形学的基础知识和OpenGL图形接口,并通过大量的实例来帮助读者理解OpenGL提供的功能。OperiGL作为一个性能优越的图形应用程序设计接口(API),适用于广泛的计算机环境,它已成为目前的三维图形开发标准,是从事三维图形开发工作的技术人员所必须掌握的开发工具。
本书将算法与应用结合起来,不过分强调计算机图形学领域内的算法与技术细节,也不专注于图像生成应用,而是将图形学视为对图像内容中的几何、外观和表示等属性编程并将编程结果展示在图形输出与交互设备上来生成合成图像的一种科学与艺术。
本书按照计算机图形学的传统顺序——投影处理、视图变换、建模、绘制、光照.明暗处理等来组织内容,并将这些要素都纳入场景图之中。同时,还强调了图形处理流水线。除了基本的图像处理技术,本书还介绍了如何利用计算机图形学来解决实际问题,以及如何更有效地将结果展示给观察者的方法。
本书强调利用图形学创建有效的视觉交流的思想。强调使用场景图来组织图形学程序。强调创建交互显示的技术。着重讨论三维技术,几乎不讨论二维技术。伪代码和Opengl形式的代码示例贯穿全书。每章附有思考题、练习题、实验题和项目,供读者检查自己掌握本书内容的程度。
本书系统地介绍了交互式计算机图形学的基础知识和OpenGL图形接口,并通过大量的实例来帮助读者理解OpenGL提供的功能。书中将算法与应用结合起来,不过分强调计算机图形学领域内的算法与技术细节,也不专注于图像生成应用,而是将图形学视为对图像内容中的几何、外观和表示等属性编程并将编程结果展示在图形输出与交互设备上来生成合成图像的一种科学与艺术。书中还介绍了如何利用计算机图形学来解决实际问题,以及如何更有效地将结果展示给观察者的方法。