注冊(cè) | 登錄讀書好,好讀書,讀好書!
讀書網(wǎng)-DuShu.com
當(dāng)前位置: 首頁出版圖書科學(xué)技術(shù)計(jì)算機(jī)/網(wǎng)絡(luò)圖形圖像、多媒體、網(wǎng)頁制作其他處理軟件計(jì)算機(jī)圖形學(xué)(英文版)

計(jì)算機(jī)圖形學(xué)(英文版)

計(jì)算機(jī)圖形學(xué)(英文版)

定 價(jià):¥36.00

作 者: (美國)坎寧安
出版社: 機(jī)械工業(yè)出版社
叢編項(xiàng): 經(jīng)典原版書庫
標(biāo) 簽: 計(jì)算機(jī)圖形學(xué)

ISBN: 9787111239161 出版時(shí)間: 2008-01-01 包裝: 平裝
開本: 32 頁數(shù): 532 字?jǐn)?shù):  

內(nèi)容簡介

  本書系統(tǒng)地介紹了交互式計(jì)算機(jī)圖形學(xué)的基礎(chǔ)知識(shí)和OpenGL圖形接口,并通過大量的實(shí)例來幫助讀者理解OpenGL提供的功能。OperiGL作為一個(gè)性能優(yōu)越的圖形應(yīng)用程序設(shè)計(jì)接口(API),適用于廣泛的計(jì)算機(jī)環(huán)境,它已成為目前的三維圖形開發(fā)標(biāo)準(zhǔn),是從事三維圖形開發(fā)工作的技術(shù)人員所必須掌握的開發(fā)工具。本書將算法與應(yīng)用結(jié)合起來,不過分強(qiáng)調(diào)計(jì)算機(jī)圖形學(xué)領(lǐng)域內(nèi)的算法與技術(shù)細(xì)節(jié),也不專注于圖像生成應(yīng)用,而是將圖形學(xué)視為對(duì)圖像內(nèi)容中的幾何、外觀和表示等屬性編程并將編程結(jié)果展示在圖形輸出與交互設(shè)備上來生成合成圖像的一種科學(xué)與藝術(shù)。本書按照計(jì)算機(jī)圖形學(xué)的傳統(tǒng)順序——投影處理、視圖變換、建模、繪制、光照.明暗處理等來組織內(nèi)容,并將這些要素都納入場(chǎng)景圖之中。同時(shí),還強(qiáng)調(diào)了圖形處理流水線。除了基本的圖像處理技術(shù),本書還介紹了如何利用計(jì)算機(jī)圖形學(xué)來解決實(shí)際問題,以及如何更有效地將結(jié)果展示給觀察者的方法。

作者簡介

  Steve Cunningham美國加州大學(xué)斯坦尼斯洛斯分校計(jì)算機(jī)系資深教授,長期從事計(jì)算機(jī)圖形學(xué)教學(xué)和研究工作。他對(duì)計(jì)算機(jī)圖形學(xué)理論和OperIGL編程均有很深的造詣,曾經(jīng)擔(dān)任ACM SIGGRAPH學(xué)會(huì)的主席和Eurographics學(xué)會(huì)教育委員會(huì)的主任,多次組織計(jì)算機(jī)圖形學(xué)和可視化教學(xué)研討會(huì)。

圖書目錄

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

本目錄推薦

掃描二維碼
Copyright ? 讀書網(wǎng) ranfinancial.com 2005-2020, All Rights Reserved.
鄂ICP備15019699號(hào) 鄂公網(wǎng)安備 42010302001612號(hào)