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计算机图形学的算法基础 英文版【2025|PDF下载-Epub版本|mobi电子书|kindle百度云盘下载】

计算机图形学的算法基础 英文版
  • (美)David F.Rogers著 著
  • 出版社: 北京:机械工业出版社
  • ISBN:7111095952
  • 出版时间:2002
  • 标注页数:711页
  • 文件大小:44MB
  • 文件页数:731页
  • 主题词:图形学

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图书目录

1-1 Overview of Computer Graphics1

Chapter 1 Introduction To Computer Graphics1

Representing Pictures2

Preparing Pictures for Presentation2

Presenting Previously Prepared Pictures3

1-2 Raster Refresh Graphics Displays6

Frame Buffers7

1-3 Cathode Ray Tube Basics11

Color CRT Raster Scan Monitors13

1-4 Video Basics14

American Standard Video14

High Definition Television17

1-5 Flat Panel Displays17

Flat CRT17

Plasma Display18

Liquid Crystal Display21

Electroluminescent Display21

1-6 Hardcopy Output Devices25

Electrostatic Plotters25

Ink Jet Plotters26

Thermal Plotters28

Dye Sublimation Printers30

Pen and Ink Plotters31

Laser Printers34

Color Film Cameras36

1-7 Logical Interactive Devices37

The Locator Function38

The Valuator Function39

The Buttom or Choice Function39

The Pick Function39

1-8 Physical Interactive Devices39

Tablets40

Control Dials41

Touch Panels41

Joystick42

Trackball42

Mouse44

Function Switches44

Light Pen45

Spaceball46

Data Glove46

Simulation of Alternate Devices47

1-9 Data Generation Devices49

Scanners49

Three-dimensional Digitizers50

Motion Capture51

1-10 Graphical User Interfaces52

Cursors54

Valuators55

Radio Buttons55

Scroll Bars56

Grids56

Dialog Boxes57

Menus58

Icons59

Sketching60

3-D Interaction63

Summary64

Chapter 2 Raster Scan Graphics65

2-1 Line Drawing Algorithms65

2-2 Digital Differential Analyzer66

2-3 Bresenham s Algorithm70

Integer Bresenham s Algorithm74

General Bresenham s Algorithm75

Faster Line Rasterization Algorithms78

2-4 Circle Generation—Bresenham s Algorithm79

2-5 Ellipse Generation88

2-6 General Function Rasterization95

2-7 Scan Conversion—Generation of the Display97

Real-time Scan Conversion97

A Simple Active Edge List Using Pointers99

A Sorted Active Edge List99

An Active Edge List Using a Linked List101

Updating the Linked List102

2-8 Image Compression104

Run-length Encoding104

Area Image Compression107

2-9 Displaying Lines,Characters and Polygons111

Line Display111

Character Display113

Solid Area Scan Conversion114

2-10 Polygon Filling115

Scan-converting Polygons115

2-11 A Simple Parity Scan Conversion Algorithm118

2-12 Ordered Edge List Polygon Scan Conversion121

A Simple Ordered Edge List Algorithm122

More Efficient Ordered Edge List Algorithms123

2-13 The Edge Fill Algorithm126

2-14 The Edge Flag Algorithm131

2-15 Seed Fill Algorithms133

A Simple Seed Fill Algorithm134

A Scan Line Seed Fill Algorithm137

2-16 Fundamentals of Antialiasing142

Supcrsampling143

Straight Lines144

Polygon Interiors151

Simple Area Antialiasing152

The Convolution Integral and Antialiasing156

Filter Functions159

2-17 Halftoning161

Patterning161

Thresholding and Error Distribution165

Ordered dither169

Chapter 3 Clipping175

3-1 Two-dimensional Clipping175

A Simple Visibility Algorithm176

End Point Codes177

3-2 Cohen-Sutherland Subdivision Line Clipping Algorithm181

3-3 Midpoint Subdivision Algorithm187

3-4 Two-dimensional Line Clipping for Convex Boundaries192

Partially Visible Lines193

3-5 Cyrus-Beck Algorithm196

Partially Visible Lines199

Totally Visible Lines201

Totally Invisible Lines201

Formal Statement of Cyrus-Beck Algorithm203

Irregular Windows207

3-6 Liang-Barsky Two-dimensional Clipping208

Comparison with the Cyrus-Beck Algorithm212

3-7 Nicholl-Lee-Nicholl Two-dimensional Clipping217

3-8 Interior and Exterior Clipping221

3-9 Identifying Convex Polygons and Determining the Inward Normal222

3-10 Splitting Concave Polygons225

3-11 Three-dimensional Clipping228

3-12 Three-dimensional Midpoint Subdivision Algorithm231

3-13 Three-dimensional Cyrus-Beck Algorithm233

3-14 Liang-Barsky Three-dimensional Clipping239

3-15 Clipping in Homogeneous Coordinates243

The Cyrus-Beck Algorithm243

The Liang-Barsky Algorithm245

3-16 Determining the Inward Normal and Three-dimensional Convex Sets248

3-17 Splitting Concave Volumes250

3-18 Polygon Clipping253

3-19 Reentrant Polygon Clipping—Sutherland-Hodgman Algorithm253

Line Intersections257

The Algorithm258

3-20 Liang-Barsky Polygon Clipping265

Entering and Leaving Vertices265

Turning Vertices267

Development of the Algorithm268

Horizontal and Vertical Edges271

The Algorithm272

3-21 Concave Clipping Regions—Weiler-Atherton Algorithm276

Special Cases282

3-22 Character Clipping286

Chapter 4 Visible Lines and Visible Surfaces287

4-1 Introduction287

4-2 Floating Horizon Algorithm289

Upper Horizon290

Lower Horizon290

Function Interpolation291

Aliasing295

The Algorithm295

Cross-hatching303

4-3 Roberts Algorithm303

Volume Matrices306

Plane Equations308

Viewing Transformations and Volume Matrices311

Self-hidden Planes314

Lines Hidden by Other Volumes318

Penetrating Volumes327

Totally Visible Lines327

The Algorithm330

4-4 Warnock Algorithm343

Quadtree Data Structure345

Subdivision Criteria347

The Relationship of a Polygon to a Window349

Hierarchical Application of Polygon-Window Relations354

Finding Surrounder Polygons355

Determining the Visibility of a Point355

The Basic Algorithm357

4-5 Appel s Algorithm363

4-6 The Haloed Line Algorithm366

4-7 Weiler-Atherton Algorithm370

4-8 A Subdivision Algorithm for Curved Surfaces374

4-9 Z-Buffer Algorithm375

Incrementally Calculating the Depth378

Hierarchical Z-Buffer383

4-10 The A-Buffer Algorithm384

4-11 List Priority Algorithms387

4-12 The Newell-Newell-Sancha Algorithm389

Implementing the Tests390

4-13 Binary Space Partitioning393

The Schumaker Algorithm393

Binary Space Partition Trees395

Constructing the BSP Tree395

BSP Tree Traversal398

Summary400

Culling400

4-14 Scan Line Algorithms401

4-15 Scan Line Z-Buffer Algorithm402

4-16 A Spanning Scan Line Algorithm406

Invisible Coherence415

An Object Space Scan Line Algorithm416

4-17 Scan Line Algorithms for Curved Surfaces417

4-18 Octrees421

Octree Display424

Manipulation of Octrees426

Boolean Operations426

Linear Octrees426

Finding Neighboring Voxels427

4-19 Marching Cubes427

Ambiguous faces429

4-20 A Visible Surface Ray Tracing Algorithm432

Bounding Volumes435

Clusters439

Constructing the Cluster Tree440

Priority Sort440

Spatial Subdivision441

Uniform Spatial Subdivision442

Nonuniform Spatial Subdivision445

Ray-Object Intersections447

Opaque Visible Surface Algorithm451

4-21 Summary456

Chapter 5 Rendering457

5-1 Introduction457

5-2 Illumination Models460

5-3 A Simple Illumination Model461

Specular Reflection462

The Halfway Vector465

5-4 Determining the Surface Normal468

5-5 Determining the Reflection Vector470

5-6 Gouraud Shading474

5-7 Phong Shading476

Fast Phong Shading482

5-8 A Simple Illumination Model with Special Effects483

5-9 A Physically Based Illumination Model484

Energy and Intensity485

Physically Based Illumination Models487

The Torrance-Sparrow Surface Model488

Wavelength Dependence—the Fresnel Term491

Color Shift492

Physical Characteristics of Light Sources494

5-10 Transparency496

Refraction Effects in Transparent Materials497

Simple Transparency Models498

Z-Buffer Transparency500

Pseudotransparency501

5-11 Shadows502

The Scan Conversion Shadow Algorithms506

Multiple-pass Visible Surface Shadow Algorithms508

The Shadow Volume Algorithms509

Penumbra Shadows514

Ray Tracing Shadow Algorithms517

5-12 Texture517

Mapping Functions525

Two-part Texture Mapping528

Environment Mapping531

Bump Mapping534

Procedural Textures536

Texture Antialiasing539

Mipmapping(Image Pyramids)542

Summed Area Tables544

5-13 Stochastic Models545

5-14 A Global Illumination Model Using Ray Tracing548

5-15 A More Complete Global Illumination Model Using Ray Tracing563

5-16 Advances in Ray Tracing565

Cone Tracing565

Beam Tracing566

Stochastic Sampling567

Pencil Tracing567

Ray Tracing from the Light Source570

5-17 Radiosity571

Enclosures573

Form Factors575

The Hemicube577

Rendering582

Substructuring584

Progressive Refinement585

The Ambient Contribution586

Sorting586

Adaptive Subdivision587

Hemicube Inaccuracies589

Alternatives to the Hemicube592

Hierarchical Radiosity and Clustering594

Radiosity for Specular Environments596

The Rendering Equation597

5-18 Combined Ray Tracing and Radiosity598

The Extended Two-pass Algorithm602

5-19 Color602

Chromaticity603

Tristimulus Theory of Color605

Color Primary Systems606

Color Matching Experiment606

Chromaticity Diagrams609

The 1931 CIE Chromaticity Diagram611

Uniform Color Spaces615

Gamut Limitations616

Transformations Between Color Systems618

NTSC Color System621

Color Cubes622

The CMYK Color System623

The Ostwald Color System623

The HSV Color System624

The HLS Color System627

The Munsell Color System630

The Pantone? System631

Gamma Correction631

5-20 Color Image Quantization633

The Bit Cutting Algorithm634

The Popularity Algorithm635

The Median Cut Algorithm637

Octree Quantization640

Sequential Scalar Quantization644

Other Quantization Algorithms647

5-21 Color Reproduction648

Offset Printing649

Color Separation649

Tone Reproduction649

Quantization Effects650

Calibration650

The Black Separation650

Gray Balance650

Gamut Mapping651

5-22 Specialty Rendering Techniques654

Duotone Printing654

Rendering Natural Objects656

Particle Systems656

Appendix Problems and Projects657

References665

Index695

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