图书介绍

计算机图形学原理及实践 C语言描述 英文版2025|PDF|Epub|mobi|kindle电子书版本百度云盘下载

计算机图形学原理及实践 C语言描述 英文版
  • (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


点此进入-本书在线PDF格式电子书下载【推荐-云解压-方便快捷】直接下载PDF格式图书。移动端-PC端通用
种子下载[BT下载速度快]温馨提示:(请使用BT下载软件FDM进行下载)软件下载地址页直链下载[便捷但速度慢]  [在线试读本书]   [在线获取解压码]

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

Contents1

CHAPTER 1 INTRODUCTION1

1.1 Image Processing as Picture Analysis2

1.2 The Advantages of Interactive Graphics3

1.3 Representative Uses of Computer Graphics4

1.4 Classification of Applications6

1.5 Development of Hardware and Software for Computer Graphics8

1.6 Conceptual Framework for Interactive Graphics17

1.7 Summary21

Exercises22

CHAPTER 2 PROGRAMMING IN THE SIMPLE RASTER GRAPHICS PACKAGE(SRGP)25

2.1 Drawing with SRGP26

2.2 Basic Interaction Handling40

2.3 Raster Graphics Features52

2.4 Limitations of SRGP60

2.5 Summary63

Exercises64

CHAPTER 3 BASIC RASTER GRAPHICS ALGORITHMS FOR DRAWING 2D PRIMITIVES67

3.1 Overview67

3.2 Scan Converting Lines72

3.3 Scan Converting Circles81

3.4 Scan Converting Ellipses88

3.5 Filling Rectangles91

3.6 Filling Polygons92

3.7 Filling Ellipse Arcs99

3.8 Pattern Filling100

3.9 Thick Primitives104

3.10 Line Style and Pen Style109

3.11 Clipping in a Raster World110

3.12 Clipping Lines111

3.13 Clipping Circles and Ellipses124

3.14 Clipping Polygons124

3.15 Generating Characters127

3.16 SRGP_copyPixel132

3.17 Antialiasing132

3.18 Summary140

Exercises142

CHAPTER 4 GRAPHICS HARDWARE145

4.1 Hardcopy Technologies146

4.2 Display Technologies155

4.3 Raster-Scan Display Systems165

4.4 The Video Controller179

4.5 Random-Scan Display Processor184

4.6 Input Devices for Operator Interaction188

4.7 Image Scanners195

Exercises197

CHAPTER 5 GEOMETRICAL TRANSFORMATIONS201

5.1 2D Transformations201

5.2 Homogeneous Coordinates and Matrix Representation of 2D Transformations204

5.3 Composition of 2D Transformations208

5.4 The Window-to-Viewport Transformation210

5.5 Efficiency212

5.6 Matrix Representation of 3D Transformations213

5.7 Composition of 3D Transformations217

5.8 Transformations as a Change in Coordinate System222

Exercises226

CHAPTER 6 VIEWING IN 3D229

6.1 Projections230

6.2 Specifying an Arbitrary 3D View237

6.3 Examples of 3D Viewing242

6.4 The Mathematics of Planar Geometric Projections253

6.5 Implementing Planar Geometric Projections258

6.6 Coordinate Systems279

Exercises281

CHAPTER 7 OBJECT HIERARCHY AND SIMPLE PHIGS (SPHIGS)285

7.1 Geometric Modeling286

7.2 Characteristics of Retained-Mode Graphics Packages293

7.3 Defining and Displaying Structures295

7.4 Modeling Transformations304

7.5 Hierarchical Structure Networks308

7.6 Matrix Composition in Display Traversal315

7.7 Appearance-Attribute Handling in Hierarchy318

7.8 Screen Updating and Rendering Modes322

7.9 Structure Network Editing for Dynamic Effects324

7.10 Interaction328

7.11 Additional Output Features332

7.12 Implementation Issues334

7.13 Optimizing Display of Hierarchical Models340

7.14 Limitations of Hierarchical Modeling in PHIGS341

7.15 Alternative Forms of Hierarchical Modeling343

7.16 Summary345

Exercises346

CHAPTER 8 INPUT DEVICES,INTERACTION TECHNIQUES,AND INTERACTION TASKS347

8.1 Interaction Hardware349

8.2 Basic Interaction Tasks358

8.3 Composite Interaction Tasks381

Exercises388

CHAPTER 9 DIALOGUE DESIGN391

9.1 The Form and Content of User-Computer Dialogues392

9.2 User-Interface Styles395

9.3 Important Design Considerations403

9.4 Modes and Syntax414

9.5 Visual Design418

9.6 The Design Methodology429

Exercises431

CHAPTER 10 USER INTERFACE SOFTWARE          435

10.1 Basic Interaction-Handling Models436

10.2 Window-Management Systems439

10.3 Output Handling in Window Systems443

10.4 Input Handling in Window Systems447

10.5 Interaction-Technique Toolkits451

10.6 User-Interface Management Systems456

Exercises468

CHAPTER 11 REPRESENTING CURVES AND SURFACES471

11.1 Polygon Meshes473

11.2 Parametric Cubic Curves478

11.3 Parametric Bicubic Surfaces516

11.4 Quadric Surfaces528

11.5 Summary529

Exercises530

CHAPTER 12 SOLID MODELING533

12.1 Representing Solids534

12.2 Regularized Boolean Set Operations535

12.3 Primitive Instancing539

12.4 Sweep Representations540

12.5 Boundary Representations542

12.6 Spatial-Partitioning Representations548

12.7 Constructive Solid Geometry557

12.8 Comparison of Representations558

12.10 Summary561

12.9 User Interfaces for Solid Modeling561

Exercises562

CHAPTER 13 ACHROMATIC AND COLORED LIGHT563

13.1 Achromatic Light563

13.2 Chromatic Color574

13.3 Color Models for Raster Graphics584

13.4 Reproducing Color599

13.5 Using Color in Computer Graphics601

13.6 Summary603

Exercises603

CHAPTER 14 THE QUEST FOR VISUAL REALISM605

14.1 Why Realism?606

14.2 Fundamental Difficulties607

14.3 Rendering Techniques for Line Drawings609

14.4 Rendering Techniques for Shaded Images612

14.5 Improved Object Models615

14.6 Dynamics615

14.7 Stereopsis616

14.8 Improved Displays617

14.9 Interacting with Our Other Senses617

14.10 Aliasing and Antialiasing617

14.11 Summary646

Exercises647

CHAPTER 15 VISIBLE-SURFACE DETERMINATION649

15.1 Functions of Two Variables651

15.2 Techniques for Efficient Visible-Surface Algorithms656

15.3 Algorithms for Visible-Line Determination665

15.4 The z-Bufer Algorithm668

15.5 List-Priority Algorithms672

15.6 Scan-Line Algorithms680

15.7 Area-Subdivision Algorithms686

15.8 Algorithms for Octrees695

15.9 Algorithms for Curved Surfaces698

15.10 Visible-Surface Ray Tracing701

15.11 Summary715

Exercises718

CHAPTER 16 ILLUMINATION AND SHADING721

16.1 Illumination Models722

16.2 Shading Models for Polygons734

16.3 Surface Detail741

16.4 Shadows745

16.5 Transparency754

16.6 Interobject Reflections758

16.7 Physically Based Illumination Models760

16.8 Extended Light Sources772

16.9 Spectral Sampling773

16.10 Improving the Camera Model774

16.11 Global Illumination Algorithms775

16.12 Recursive Ray Tracing776

16.13 Radiosity Methods793

16.14 The Rendering Pipeline806

16.15 Summary813

Exercises813

CHAPTER 17 IMAGE MANIPULATION AND STORAGE815

17.1 What Is an Image?816

17.2 Filtering817

17.3 Image Processing820

17.4 Geometric Transformations of Images820

17.5 Multipass Transformations828

17.6 Image Compositing835

17.7 Mechanisms for Image Storage843

17.8 Special Effects with Images850

17.9 Summary851

Exercises851

CHAPTER 18 ADVANCED RASTER GRAPHICS ARCHITECTURE855

18.1 Simple Raster-Display System856

18.2 Display-Processor Systems861

18.3 Standard Graphics Pipeline866

18.4 Introduction to Multiprocessing873

18.5 Pipeline Front-End Architectures877

18.6 Parallel Front-End Architectures880

18.7 Multiprocessor Rasterization Architectures882

18.8 Image-Parallel Rasterization887

18.9 Object-Parallel Rasterization899

18.10 Hybrid-Parallel Rasterization902

18.11 Enhanced Display Capabilities907

18.12 Summary920

Exercises920

CHAPTER 19 ADVANCED GEOMETRIC AND RASTER ALGORITHMS923

19.1 Clipping924

19.2 Scan-Converting Primitives945

19.3 Antialiasing965

19.4 The Special Problems of Text976

19.5 Filling Algorithms979

19.6 Making copyPixel Fast986

19.7 The Shape Data Structure and Shape Algebra992

19.8 Managing Windows with bitBlt996

19.9 Page-Description Languages998

19.10 Summary1006

Exercises1006

CHAPTER 20 ADVANCED MODELING TECHNIQUES1011

20.1 Extensions of Previous Techniques1012

20.2 Procedural Models1018

20.3 Fractal Models1020

20.4 Grammar-Based Models1027

20.5 Particle Systems1031

20.6 Volume Rendering1034

20.7 Physically Based Modeling1039

20.8 Special Models for Natural and Synthetic Objects1043

20.9 Automating Object Placement1050

20.10 Summary1054

Exercises1054

CHAPTER 21 ANIMATION1057

21.1 Conventional and Computer-Assisted Animation1058

21.2 Animation Languages1065

21.3 Methods of Controlling Animation1070

21.4 Basic Rules of Animation1077

21.5 Problems Peculiar to Animation1078

21.6 Summary1080

Exercises1080

APPENDIX:MATHEMATICS FOR COMPUTER GRAPHICS1083

A.1 Vector Spaces and Affine Spaces1083

A.2 Some Standard Constructions in Vector Spaces1091

A.3 Dot Products and Distances1094

A.4 Matrices1103

A.5 Linear and Affine Transformations1106

A.6 Eigenvalues and Eigenvectors1108

A.7 Newton-Raphson Iteration for Root Finding1109

Exercises1111

BIBLIOGRAPHY1113

INDEX1153

热门推荐