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计算机图形学原理及实践:C语言描述(英文版.第2版)
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计算机图形学原理及实践:C语言描述(英文版.第2版)

  • 作者:美.福利
  • 出版社:机械工业出版社
  • ISBN:9787111103431
  • 出版日期:2002年06月01日
  • 页数:1176
  • 定价:¥88.00
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    内容提要
    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 tra
    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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