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 transformations and viewing. In this book, the authors explore multiple perspectives on computer graphics: the user's, the application programmer's, the package implementer's, and the hardware designer's. For example, the issues of user-centered design are expertly addressed in three chapters on interaction techniques, dialogue design, and user interface software. Hardware concerns are examined in a chapter, contributed by Steven Molnar and Henry Fuchs, on advanced architectures for real-time,high-performance graphics.
作者簡介
暫缺《計算機圖形學(xué)原理及實踐:C語言描述 英文版》作者簡介
圖書目錄
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