By uniquely combining current concepts and practical applications in computer graphics, four well-known authors provide in Computer Graphics: Principles and Practice the most comprehensive, authoritative, and up-to-date coverage of the field. The important algorithms in 3D and 3D graphics are detailed for easy implementation, including a close look at he more subtle special cases. There is also a thorough presentation of the mathematical principles of the mathematical principles of geometric transformations and viewing. In this book, the authors explore multiple perspectives on computer graphics: the user's, the application programmer's, the package implementer's, and the hardware designer's. For example, the issues of user-centered design are expertly addressed in three chapters on interaction techniques, dialogue design, and user interface software. Hardware concerns are examined in a chapter, contributed by Steven Molnar and Henry Fuchs, on advanced architectures for real-time,high-performance graphics.
【目录】
CHAPTER 1INTRODUCTIONl.l Image Processing as Picture Analysisl.2 The Advantages of Interactive Graphicsl.3 Representative Uses of Computer Graphicsl.4 Classification of Applicationsl.5 Development of Hardwar and Softwar for Computer Graphics1.6 Conceptual Framework for Interactive Graphicsl.7 SummaryExercisesCHAPTER 2PROGRAMMING IN THE SIMPLE RASTERGRAPHICS PACKAGE (SRGP)2.l Drawing with SRGP2.2 Basic Interaction Handling2.3 Raster Graphics Features2.4 Limitations of SRGP2.5 SummaryExercisesCHAPTER 3BASIC RASTER GRAPHlCS ALGORITHMSFOR DRAWING 2D PRIMITIVES3.l Overview3.2 Scan Converting Lines3.3 Scan Converting Circles3.4 Scan Converting Ellipses3.5 Filling Rectangles3.6 Filling Polygons3.7 Filling Ellipse Arcs3.8 Dettem Filling3.9 Thick Primitives3.l0 Line Style and Pen Style,3.11 Clipping in a Raster World3.l2 Clipping Lines3.l3 Clipping Circles and ElliPses3.l4 Clipping Poygons3.15 Generating Charaters3.l6 SRGP_xoPyPixel3.l7 Antialiasing3.l8 SummareExercisesCHAPTER 4GRAPHlCS HARDWARE4. l HardcoPy WnOlogies4.2 Display Technologies4.3 Raster-Scan Display Systems4.4 The Video ContrOler4.5 Random-Scan Disp1ay Processor4.6 Input Devices for Operaor Interaction4.7 Image ScannersExercisesCHAPTER 5GEOMETRICAL TRANSFORMATIONS5. l 2D Transformations5.2 HomogCneous Coordinates and Matrix Representation of2D Transformations5.3 Composition of 2D Transformations5.4 The Window-to-Viewport Transformation5.5 Efficiency5.6 Matrix Repreentation of 3D Transformations5.7 Composition of 3D Transformations5.8 Transformations as a Change in Coordinate SystemExercisesCHAPTER 6VIEWING IN 3D6.l Projections6.2 Specifying an Arbitrary 3D View6.3 Examples of 3D Viewing6.4 The Mathematics of Planar Geometric Projections6.5 Implementing Planar Geometric Proections6.6 Coordinate SystemsExercisesCHAPTER 7OBJECT HIERARCHY AND SIMPLE PHlGS (SPHIGS)7.l Geometric Modeling7.2 Characteristics of Retained-Mode Graphics forkages7.3 Defining and DisPlaying Structures7.4 Modeling Transformations7.5 Hierarehical Structure Netwnrks7.6 Matrix Composition in Display Traversal7.7 AppearanCe-Attribute Handling in Hierarchy7.8 Screen Updating and Rendering Modes7.9 Structure Network Editing for Dynamic Etttcts7.l0 Interaction7.ll Additional Output Features7.l2 Implementation Issues7.l3 Optimizing Display of Hierarhical Models7.l4 Limitations of Hierarchical Modeling in PHIGS7.l5 Alternative Forms of Hierarchical Modeling7.16 SummaryExercisesCHAPTER 8INPUT DEVICES. INTERACTION TECHNIQUES,AND INTERACTION TASKS8.l Interaction Hardwar8.2 Basic Interaction Tasks8.3 Composite Interaction TasksExercisesCHAPTER 9DlALOGUE DESlGN9.1 The Form and Content of User-Computer Dialogues9.2 User-Interface Styles9.3 Important Design Considerations9.4 Modes and Syntax9.5 Visua1 Deign9.6 The Design MethodologyExereisesCHAPTER 1OUSER INTERFACE SOFTWAREl0.l Basic Interation-Handling Modelsl0.2 Window-Management Systems10.3 Output Handling in Wndow Systemsl0.4 Input Handling in Window Systemsl0.5 Interaction-Tpehnique Toolkitsl0.6 M-Interface Management SystemsExercisesCHAPTER 11REPRESENTING CURVES AND SURFACESll.l Polygon Meshesll.2 Metric Cubic Curvesll.3 Metric Bicubic Surfacesll.4 Quadric Surfacesll.5 SummaryExercisesCHAPTER 12SOLID MODELlNGl2.l Representing Solidsl2.2 Regularized Boolean Set Operationsl2.3 Primitive Instancingl2.4 Sweep Representationsl2.5 Boundary Representationsl2.6 Spatial-Pwtitioning Representationsl2.7 Constructive Solid Geomenyl2.8 Comparison of Representatinns12.9 User Interfaccs for Solid ModeIingl2.l0 SummaryExercisesCHAPTER 13ACHROMATIC AND COLORED LIGHT13.l Achromatic Lightl3.2 Chromatic Colorl3.3 Color Models for Raster Graphicsl3.4 Reproducing Colorl3.5 Using Color in Computer Graphicsl3.6 SummaryExercisesCHAPTER 14THE QUEST FOR VISUAL REALlSMl4.l Why Realism?l4.2 Fundamental Difficultiesl4.3 Rendering Techniques for Line Drawingsl4.4 Rendering Techniques for Shaded Imagesl4.5 Improved Object Modelsl4.6 Dynamicsl4.7 StereoPsisl4.8 Improved Displaysl4.9 Interating with Our Other Senses14.l0 Aliasing and Antialiasingl4.ll SummnyExercisesCHAPTER 15 VISIBLE-SURFACE DETERMlNATlONl5.l Functions of Twn Variablesl5.2 TeChniques for Efficient Visible-Surface Algorithms15.3 Algorithms for Visible-Line Determinationl5.4 The z-Buffer Algorithml5.5 List-Priority Algorithmsl5.6 Scan-Line Algorithmsl5.7 Area-SuIXlivision Algorithmsl5.8 AlgOrithms for Octreesl5.9 AlgOrithms for Curved Surfacesl5.l0 VisibIe-Surface Ray Tracingl5.l1 SummnyExercisesCHAPTER 16ILLUMlNATION AND SHADINGl6.l Illumination Modelsl6.2 Shading Models for Polygonsl6.3 Surface Detaill6.4 Shadowsl6.5 Wsparencyl6.6 Interobect Reflectionsl6.7 Physically Based Illumination Modelsl6.8 Extended Light Sourcesl6.9 Spectral Samplingl6.l0 Improving the Camera Modell6.ll Global Illumination Algorithmsl6.l2 Recursive Ray Tracingl6.l3 Radiosity Methodsl6.l4 The Rendering Pipelinel6.l5 SummaryExercisesCHAPTER 17IMAGE MANlPULATION AND STORAGEl7.l What Is an Image?l7.2 Filteringl7.3 Image Processingl7.4 Geometric Transformations of Imagesl7.5 Multipass TransformationsI7.6 Image Compositingl7.7 Mechanisms for Image Storagel7.8 SPecial Effects with Imagesl7.9 SummaryExercisesCHAPTER 18AOVANCED RASTER GRAPHlCS ARCHlTECTUREl8.l SimpIe Raster-Disp1ay System18.2 Display-Processor Systemsl8.3 Standard Graphics Pipelinel8.4 Introduction to Multiprocessingl8.5 PipeIine Front-End Architecturesl8.6 ParalIel Front-End Architecturesl8.7 Multiprocessor Rasterization Architecturesl8.8 Image-Parallel Rasterizationl8.9 Object-Parallel Rasterizationl8.l0 Hybrid-Parallel Rasterizationl8.ll Enhanced Display Capabilitiesl8.12 SummaryExercisesCHAPTER 19ADVANCED GEOMETRlC AND RASTER ALGORITl9.l Clipping19.2 Scan-Converting Primitivesl9.3 Antialiasingl9.4 The Special Problems of TextI9.5 Fil1ing Algorithms19.6 Making copyPixel Fastl9.7 The Shape Data Structure and Shape Algebra19.8 Managing Windows with bitBlt19.9 Page-Description Languagesl9.10 SummaryExercisesCHAPTER 2OADVANCED MODELING TECHNIQUES20.l Extensions of Previous Techniques20.2 Procedural Models20.3 Fractal Models20.4 Grammar-Based Models20.5 Particle Systems20.6 Volume Rendering20.7 Physically Based Modeling20.8 Special Models for Natural and Synthetic Objects20.9 Automating Object Placement20.l0 SummaryExercisesCHAPTER 21ANIMATION2l.l Conventional and Computer-Assisted Animation2l.2 Animation Languages2l.3 Methods of Controlling Animation2l.4 Basic Rules of Animation2l.5 Mlems Peculiar to Animation2l.6 SummaryExercisesAPPENDIX: MATHEMATICS FOR COMPUTER GRAPHICSA.l Vector Spaces and Affine SpacesA.2 Some Standard Constructions in Vector SpacesA.3 Dot Mucts and DistancesA.4 MatricesA.5 Linear and Affine TransformationsA.6 Eisenvalues and EigenvectorsA.7 Newton-Raphson Iteration for Root FindingExereisesBIBUOGRAPHYINDEX
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