图书介绍
计算机图形学原理及实践 C语言描述 英文版pdf电子书版本下载
- (美)James D. Foley等著 著
- 出版社: 北京:机械工业出版社
- ISBN:7111103432
- 出版时间:2002
- 标注页数:1176页
- 文件大小:137MB
- 文件页数:1208页
- 主题词:图形学
PDF下载
下载说明
计算机图形学原理及实践 C语言描述 英文版PDF格式电子书版下载
下载的文件为RAR压缩包。需要使用解压软件进行解压得到PDF格式图书。建议使用BT下载工具Free Download Manager进行下载,简称FDM(免费,没有广告,支持多平台)。本站资源全部打包为BT种子。所以需要使用专业的BT下载软件进行下载。如 BitComet qBittorrent uTorrent等BT下载工具。迅雷目前由于本站不是热门资源。不推荐使用!后期资源热门了。安装了迅雷也可以迅雷进行下载!
(文件页数 要大于 标注页数,上中下等多册电子书除外)
注意:本站所有压缩包均有解压码: 点击下载压缩包解压工具
图书目录
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