CHAPTER 1 INTRODUCTION1.1 A Mini-survey1.2 What's AheadCHAPTER 2 IMAGE REPRESENTATION2.1 The RGB Color Model2.2 Direct Coding2.3 Lookup Table2.4 Display Monitor2.5 Printer2.6 Image Files2.7 Settign the Color Attribute of Pixels2.8 Example:Visualizing the Mandelbrot SetCHAPTER 3 SCAN CONVERSION3.1 Scan-Converting a Point3.2 Scan-Converting a Line3.3 Scan-Converting a Circle3.4 Scan-Converting an Ellipse3.5 Scan-Converting Arcs and Sectors3.6 Scan-Converting a Rectangle3.7 Region Filling3.8 Scan-Converting a Character3.9 Anti-Aliasing3.10 Example:Recursively Defined DrawingsCHAPTER 4 TWO-DIMENSIONAL TRANSFORMATIONS4.1 Geometric Transformations4.2 Coordinate Transformations4.3 Composite Transformations4.4 Instance TransformationsCHAPTER 5 TWO-DIMENSIONAL VIEWING AND CLIPPING5.1 Window-to-Viewport Mapping5.2 Point Clipping5.3 Line Clipping5.4 Polygon Clipping5.5 Example:A 2D Graphics PipelineCHAPTER 6 THREE-DIMENSIONAL TRANSFORMATIONS6.1 Geometric Transformations6.2 Coordinate Transformations6.3 Composite Transformations6.4 Instance TransformationsCHAPTER 7 MATHEMATICS OF PROJECTION7.1 Taxonomy of Projection7.2 Perspective Projection7.3 Parallel ProjectionCHAPTER 8 THREE-DIMENSIONAL VIEWING AND CLIPPING8.1 Three-Dimensional Viewing8.2 Clipping8.3 Viewing Transformation8.4 Example:A 3D Graphics PipelineCHAPTER 9 GEOMETRIC REPRESENTATIONS9.1 Simple Geometric Forms9.2 Wireframe Models9.3 Curved Surfaces9.4 Curve Design9.5 Polynomial Basis Functions9.6 The Problem of Interpolation9.7 The Problem of Approximation9.8 Curved-Surface Design9.9 Transforming Curves and Surfaces9.10 Quadric Surfaces9.11 Example:Terrain GenerationCHAPTER 10 HIDDEN SURFACES10.1 Depth Comparisons10.2 Z-Buffer Algorithm10.3 Back-Face Removal10.4 The Painter's Algorithm10.5 Scan-Line Algorithm10.6 Subdivision Algorithm10.7 Hidden-Line Elimination10.8 The Rendering of Mathematical SurfacesCHAPTER 11 COLOR AND SHADING MODELS11.1 Light and Color11.2 The Phong Model11.3 Interpolative Shading Methods11.4 TextureCHAPTER 12 RAY TRACING12.1 The Pinhole Camera12.2 A Recursive Ray-Tracer12.3 Parametric Vector Representation of a Ray12.4 Ray-Surface Intersection12.5 Execution Effciency12.6 Anti-Aliasing12.7 Additional Visual EffectsAppendix 1 MATHEMATICS FOR TWO-DIMENSIONAL COMPUTER GRAPHICSA1.1 The Two-Dimensional Cartesian Coordinate SystemA1.2 The Polar Coordinate SystemA1.3 VectorsA1.4 MatricesA1.5 Functions and TransformationsAppendix 2 MATHEMATICS FOR THREE-DIMENSIONAL COMPUTER GRAPHICSA2.1 Three-Dimensional Cartesian CoordinatesA2.2 Curves and Surfaces in Three DimensionsA2.3 Vectors in Three DimensionsA2.4 Homogeneous CoordinatesANSWERS TO SUPPLEMENTARY PROBLEMSINDEX
以下为对购买帮助不大的评价