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计算机图形学原理及实践 C语言描述 英文版
计算机图形学原理及实践 C语言描述 英文版

计算机图形学原理及实践 C语言描述 英文版PDF电子书下载

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  • 电子书积分:29 积分如何计算积分?
  • 作 者:(美)James D. Foley等著
  • 出 版 社:北京:机械工业出版社
  • 出版年份:2002
  • ISBN:7111103432
  • 页数:1176 页
图书介绍: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
《计算机图形学原理及实践 C语言描述 英文版》目录

Contents 1

CHAPTER 1 INTRODUCTION 1

1.1 Image Processing as Picture Analysis 2

1.2 The Advantages of Interactive Graphics 3

1.3 Representative Uses of Computer Graphics 4

1.4 Classification of Applications 6

1.5 Development of Hardware and Software for Computer Graphics 8

1.6 Conceptual Framework for Interactive Graphics 17

1.7 Summary 21

Exercises 22

CHAPTER 2 PROGRAMMING IN THE SIMPLE RASTER GRAPHICS PACKAGE(SRGP) 25

2.1 Drawing with SRGP 26

2.2 Basic Interaction Handling 40

2.3 Raster Graphics Features 52

2.4 Limitations of SRGP 60

2.5 Summary 63

Exercises 64

CHAPTER 3 BASIC RASTER GRAPHICS ALGORITHMS FOR DRAWING 2D PRIMITIVES 67

3.1 Overview 67

3.2 Scan Converting Lines 72

3.3 Scan Converting Circles 81

3.4 Scan Converting Ellipses 88

3.5 Filling Rectangles 91

3.6 Filling Polygons 92

3.7 Filling Ellipse Arcs 99

3.8 Pattern Filling 100

3.9 Thick Primitives 104

3.10 Line Style and Pen Style 109

3.11 Clipping in a Raster World 110

3.12 Clipping Lines 111

3.13 Clipping Circles and Ellipses 124

3.14 Clipping Polygons 124

3.15 Generating Characters 127

3.16 SRGP_copyPixel 132

3.17 Antialiasing 132

3.18 Summary 140

Exercises 142

CHAPTER 4 GRAPHICS HARDWARE 145

4.1 Hardcopy Technologies 146

4.2 Display Technologies 155

4.3 Raster-Scan Display Systems 165

4.4 The Video Controller 179

4.5 Random-Scan Display Processor 184

4.6 Input Devices for Operator Interaction 188

4.7 Image Scanners 195

Exercises 197

CHAPTER 5 GEOMETRICAL TRANSFORMATIONS 201

5.1 2D Transformations 201

5.2 Homogeneous Coordinates and Matrix Representation of 2D Transformations 204

5.3 Composition of 2D Transformations 208

5.4 The Window-to-Viewport Transformation 210

5.5 Efficiency 212

5.6 Matrix Representation of 3D Transformations 213

5.7 Composition of 3D Transformations 217

5.8 Transformations as a Change in Coordinate System 222

Exercises 226

CHAPTER 6 VIEWING IN 3D 229

6.1 Projections 230

6.2 Specifying an Arbitrary 3D View 237

6.3 Examples of 3D Viewing 242

6.4 The Mathematics of Planar Geometric Projections 253

6.5 Implementing Planar Geometric Projections 258

6.6 Coordinate Systems 279

Exercises 281

CHAPTER 7 OBJECT HIERARCHY AND SIMPLE PHIGS (SPHIGS) 285

7.1 Geometric Modeling 286

7.2 Characteristics of Retained-Mode Graphics Packages 293

7.3 Defining and Displaying Structures 295

7.4 Modeling Transformations 304

7.5 Hierarchical Structure Networks 308

7.6 Matrix Composition in Display Traversal 315

7.7 Appearance-Attribute Handling in Hierarchy 318

7.8 Screen Updating and Rendering Modes 322

7.9 Structure Network Editing for Dynamic Effects 324

7.10 Interaction 328

7.11 Additional Output Features 332

7.12 Implementation Issues 334

7.13 Optimizing Display of Hierarchical Models 340

7.14 Limitations of Hierarchical Modeling in PHIGS 341

7.15 Alternative Forms of Hierarchical Modeling 343

7.16 Summary 345

Exercises 346

CHAPTER 8 INPUT DEVICES,INTERACTION TECHNIQUES,AND INTERACTION TASKS 347

8.1 Interaction Hardware 349

8.2 Basic Interaction Tasks 358

8.3 Composite Interaction Tasks 381

Exercises 388

CHAPTER 9 DIALOGUE DESIGN 391

9.1 The Form and Content of User-Computer Dialogues 392

9.2 User-Interface Styles 395

9.3 Important Design Considerations 403

9.4 Modes and Syntax 414

9.5 Visual Design 418

9.6 The Design Methodology 429

Exercises 431

CHAPTER 10 USER INTERFACE SOFTWARE           435

10.1 Basic Interaction-Handling Models 436

10.2 Window-Management Systems 439

10.3 Output Handling in Window Systems 443

10.4 Input Handling in Window Systems 447

10.5 Interaction-Technique Toolkits 451

10.6 User-Interface Management Systems 456

Exercises 468

CHAPTER 11 REPRESENTING CURVES AND SURFACES 471

11.1 Polygon Meshes 473

11.2 Parametric Cubic Curves 478

11.3 Parametric Bicubic Surfaces 516

11.4 Quadric Surfaces 528

11.5 Summary 529

Exercises 530

CHAPTER 12 SOLID MODELING 533

12.1 Representing Solids 534

12.2 Regularized Boolean Set Operations 535

12.3 Primitive Instancing 539

12.4 Sweep Representations 540

12.5 Boundary Representations 542

12.6 Spatial-Partitioning Representations 548

12.7 Constructive Solid Geometry 557

12.8 Comparison of Representations 558

12.10 Summary 561

12.9 User Interfaces for Solid Modeling 561

Exercises 562

CHAPTER 13 ACHROMATIC AND COLORED LIGHT 563

13.1 Achromatic Light 563

13.2 Chromatic Color 574

13.3 Color Models for Raster Graphics 584

13.4 Reproducing Color 599

13.5 Using Color in Computer Graphics 601

13.6 Summary 603

Exercises 603

CHAPTER 14 THE QUEST FOR VISUAL REALISM 605

14.1 Why Realism? 606

14.2 Fundamental Difficulties 607

14.3 Rendering Techniques for Line Drawings 609

14.4 Rendering Techniques for Shaded Images 612

14.5 Improved Object Models 615

14.6 Dynamics 615

14.7 Stereopsis 616

14.8 Improved Displays 617

14.9 Interacting with Our Other Senses 617

14.10 Aliasing and Antialiasing 617

14.11 Summary 646

Exercises 647

CHAPTER 15 VISIBLE-SURFACE DETERMINATION 649

15.1 Functions of Two Variables 651

15.2 Techniques for Efficient Visible-Surface Algorithms 656

15.3 Algorithms for Visible-Line Determination 665

15.4 The z-Bufer Algorithm 668

15.5 List-Priority Algorithms 672

15.6 Scan-Line Algorithms 680

15.7 Area-Subdivision Algorithms 686

15.8 Algorithms for Octrees 695

15.9 Algorithms for Curved Surfaces 698

15.10 Visible-Surface Ray Tracing 701

15.11 Summary 715

Exercises 718

CHAPTER 16 ILLUMINATION AND SHADING 721

16.1 Illumination Models 722

16.2 Shading Models for Polygons 734

16.3 Surface Detail 741

16.4 Shadows 745

16.5 Transparency 754

16.6 Interobject Reflections 758

16.7 Physically Based Illumination Models 760

16.8 Extended Light Sources 772

16.9 Spectral Sampling 773

16.10 Improving the Camera Model 774

16.11 Global Illumination Algorithms 775

16.12 Recursive Ray Tracing 776

16.13 Radiosity Methods 793

16.14 The Rendering Pipeline 806

16.15 Summary 813

Exercises 813

CHAPTER 17 IMAGE MANIPULATION AND STORAGE 815

17.1 What Is an Image? 816

17.2 Filtering 817

17.3 Image Processing 820

17.4 Geometric Transformations of Images 820

17.5 Multipass Transformations 828

17.6 Image Compositing 835

17.7 Mechanisms for Image Storage 843

17.8 Special Effects with Images 850

17.9 Summary 851

Exercises 851

CHAPTER 18 ADVANCED RASTER GRAPHICS ARCHITECTURE 855

18.1 Simple Raster-Display System 856

18.2 Display-Processor Systems 861

18.3 Standard Graphics Pipeline 866

18.4 Introduction to Multiprocessing 873

18.5 Pipeline Front-End Architectures 877

18.6 Parallel Front-End Architectures 880

18.7 Multiprocessor Rasterization Architectures 882

18.8 Image-Parallel Rasterization 887

18.9 Object-Parallel Rasterization 899

18.10 Hybrid-Parallel Rasterization 902

18.11 Enhanced Display Capabilities 907

18.12 Summary 920

Exercises 920

CHAPTER 19 ADVANCED GEOMETRIC AND RASTER ALGORITHMS 923

19.1 Clipping 924

19.2 Scan-Converting Primitives 945

19.3 Antialiasing 965

19.4 The Special Problems of Text 976

19.5 Filling Algorithms 979

19.6 Making copyPixel Fast 986

19.7 The Shape Data Structure and Shape Algebra 992

19.8 Managing Windows with bitBlt 996

19.9 Page-Description Languages 998

19.10 Summary 1006

Exercises 1006

CHAPTER 20 ADVANCED MODELING TECHNIQUES 1011

20.1 Extensions of Previous Techniques 1012

20.2 Procedural Models 1018

20.3 Fractal Models 1020

20.4 Grammar-Based Models 1027

20.5 Particle Systems 1031

20.6 Volume Rendering 1034

20.7 Physically Based Modeling 1039

20.8 Special Models for Natural and Synthetic Objects 1043

20.9 Automating Object Placement 1050

20.10 Summary 1054

Exercises 1054

CHAPTER 21 ANIMATION 1057

21.1 Conventional and Computer-Assisted Animation 1058

21.2 Animation Languages 1065

21.3 Methods of Controlling Animation 1070

21.4 Basic Rules of Animation 1077

21.5 Problems Peculiar to Animation 1078

21.6 Summary 1080

Exercises 1080

APPENDIX:MATHEMATICS FOR COMPUTER GRAPHICS 1083

A.1 Vector Spaces and Affine Spaces 1083

A.2 Some Standard Constructions in Vector Spaces 1091

A.3 Dot Products and Distances 1094

A.4 Matrices 1103

A.5 Linear and Affine Transformations 1106

A.6 Eigenvalues and Eigenvectors 1108

A.7 Newton-Raphson Iteration for Root Finding 1109

Exercises 1111

BIBLIOGRAPHY 1113

INDEX 1153

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