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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】
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- (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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