Fundamentals of Computer Graphics, Third Edition

Fundamentals of Computer Graphics, Third Edition pdf epub mobi txt 电子书 下载 2025

出版者:A K Peters/CRC Press
作者:Peter Shirley
出品人:
页数:804
译者:
出版时间:2009-7-21
价格:USD 109.95
装帧:Hardcover
isbn号码:9781568814698
丛书系列:
图书标签:
  • 计算机图形学
  • 图形学
  • Graphics
  • 计算机
  • 计算机图形
  • 游戏开发
  • 编程
  • 教材
  • Computer Graphics
  • Fundamentals
  • Third Edition
  • Graphics
  • Rendering
  • Algorithms
  • 3D
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具体描述

With contributions by Michael Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett Johnson, Tamara Munzner, Erik Reinhard, Kelvin Sung, William B. Thompson, Peter Willemsen, Brian Wyvill.

The third edition of this widely adopted text gives students a comprehensive, fundamental introduction to computer graphics. The authors present the mathematical foundations of computer graphics with a focus on geometric intuition, allowing the programmer to understand and apply those foundations to the development of efficient code.

--

New in this edition:

* Four new contributed chapters, written by experts in their fields: Implicit Modeling, Computer Graphics in Games, Color, Visualization, including information visualization

* Revised and updated material on the graphics pipeline, reflecting a modern viewpoint organized around programmable shading.

* Expanded treatment of viewing that improves clarity and consistency while unifying viewing in ray tracing and rasterization.

* Improved and expanded coverage of triangle meshes and mesh data structures.

A new organization for the early chapters, which concentrates foundational material at the beginning to increase teaching flexibility.

作者简介

Peter Shirley is a principal research scientist at NVIDIA and an adjunct professor in the School of Computing at the University of Utah. He has held positions at Indiana University and the Program of Computer Graphics at Cornell University.

Steve Marschner is an associate professor in the Computer Science Department and Program of Computer Graphics at Cornell University.

目录信息

Table of Contents
Preface
-
1. Introduction
Graphics Areas
Major Applications
Graphics APIs
Graphics Pipeline
Numerical Issues
Efficiency
Designing and Coding Graphics Programs
-
2. Miscellaneous Math
Sets and Mappings
Solving Quadratic Equations
Trigonometry
Vectors
Curves and Surfaces
Linear Interpolation
Triangles
-
3. Raster Images
Raster Devices
Images, Pixels, and Geometry
RGB Color
Alpha Compositing
-
4. Ray Tracing
The Basic Ray – Tracing Algorithm
Perspective
Computing Viewing Rays
Ray-Object Intersection
Shading
A Ray – Tracing Program
Shadows
Ideal Specular Reflection
Historical Notes
-
5. Linear Algebra
Determinants
Matrices
Computing with Matrices and Determinants
Eigen values and Matrix Diagonalization
-
6. Transformation Matrices
2D Linear Transformations
3D Linear Transformations
Translation and Affine Transformations
Inverses of Transformation Matrices
Coordinate Transformations
-
7. Viewing
Viewing Transformations
Projective Transformations
Perspective Projection
Some Properties of the Perspective Transform
Field-of-View
-
8. The Graphics Pipeline
Rasterization
Operations Before and After Rasterization
Simple Antialiasing
Culling Primitives for Efficiency
--
9. Signal Processing
Digital Audio: Sampling in 1D
Convolution
Convolution Filters
Signal Processing for Images
Sampling Theory
--
10. Surface Shading
Diffuse Shading
Phong Shading
Artistic Shading
--
11. Texture Mapping
3D Texture Mapping
2D Texture Mapping
Texture Mapping for Rasterized Triangles
Bump Textures
Displacement Mapping
Environment Maps
Shadow Maps
--
12. Data Structures for Graphics
Triangle Meshes
Scene Graphs
Spatial Data Structures
BSP Trees for Visibility
Tiling Multidimensional Arrays
--
13. More Ray Tracing
Transparency and Refraction
Instancing
Constructive Solid Geometry
Distribution Ray Tracing
--
14. Sampling
Integration
Continuous Probability
Monte Carlo Integration
Choosing Random Points
--
15. Curves
Curves
Curve Properties
Polynomial Pieces
Putting Pieces Together
Cubics
Approximating Curves
Summary
--
16. Implicit Modeling
Implicit Functions, Skeletal Primitives and Summation Blending
Rendering
Space Partitioning
More on Blending
Constructive Solid Geometry
Warping
Precise Contact Modeling
The Blob Tree
Interactive Implicit Modeling Systems
--
17. Computer Animation
Principles of Animation
Key framing
Deformations
Character Animation
Physics-Based Animation
Procedural Techniques
Groups of Objects
Notes
--
18. Using Graphics Hardware
What Is Graphics Hardware
Describing Geometry for the Hardware
Processing Geometry into Pixels
19. Building Interactive Graphics Applications
The Ball Shooting Program
Programming Models
The Model view-Controller Architecture
Example Implementations
Applying Our Results
Notes
Exercises
--
20. Light
Radiometry
Transport Equation
Photometry
--
21. Color
Colorimetry
Color Spaces
Chromatic Adaptation
Color Appearance
Notes
--
22. Visual Perception
Vision Science
Visual Sensitivity
Spatial Vision
Objects, Locations, and Events
Picture Perception
--
23. Tone Reproduction
Classification
Dynamic Range
Color
Image Formation
Frequency-Based Operators
Gradient-Domain Operators
Spatial Operators
Division
Sigmoids
Other Approaches
Night Tone mapping
Discussion
--
24. Global Illumination
Particle Tracing for Lambertian Scenes
Path Tracing
Accurate Direct Lighting
--
25. Reflection Models
Real-World Materials
Implementing Reflection Models
Specular Reflection Models
Smooth Layered Model
Rough Layered Model
26. Computer Graphics in Games
Platforms
Limited Resources
Optimization Techniques
Game Types
The Game Production Process
--
27. Visualization
Background
Data Types
Human-Centered Design Process
Visual Encoding Principles
Interaction Principles
Composite and Adjacent Views
Data Reduction
Examples
--
28. Spatial-Field Visualization
2D Scalar Fields
3D Scalar Fields
--
References
· · · · · · (收起)

读后感

评分

这本书的内容很好,很适合作为图形学的初级读物,对基本的图形算法和原理都讲得深入透彻。其中关于光线跟踪和辐射照度的内容基本是作者的另一本著作中内容搬过来的。 这本书翻译的很差,译者基本上就是把原著的英文表意翻译了一下,一点深度都没有。有的话甚至可以让人猜到原著...

评分

跑美国那几个牛校课程的书单上看了下,基本都是用它+red book作图形学入门课的教材的。书是纯理论的,我是指没有和具体开发包结合,从基本原理讲起,基本的点都讲到了,确实很不错!再配上红宝书,入门无敌。  

评分

这也许是我看过的写得最好的一本技术著作了,简直激动人心!对于只有8.6的评分,我实在不能理解。 首先语言上简练清晰,作者多用短句,丝毫不带语法炫技成分。对于我这种英语刚过六级的人来说,简直是福音,理解起来毫不费力,只是有些专业名词需要偶尔查一查。 其次是图表和公...  

评分

这本书的内容很好,很适合作为图形学的初级读物,对基本的图形算法和原理都讲得深入透彻。其中关于光线跟踪和辐射照度的内容基本是作者的另一本著作中内容搬过来的。 这本书翻译的很差,译者基本上就是把原著的英文表意翻译了一下,一点深度都没有。有的话甚至可以让人猜到原著...

评分

这本书的内容很好,很适合作为图形学的初级读物,对基本的图形算法和原理都讲得深入透彻。其中关于光线跟踪和辐射照度的内容基本是作者的另一本著作中内容搬过来的。 这本书翻译的很差,译者基本上就是把原著的英文表意翻译了一下,一点深度都没有。有的话甚至可以让人猜到原著...

用户评价

评分

做了一学期的project全靠它了=-=

评分

可圈可点,对图形学的渲染模拟动画模型分支都有所介绍,一本不错的入门书籍。前些日子选了图形学渲染的课开始看的,但是真正渲染的部分还是参考Paper和PBRT比较多,想着有空也实现一下八叉树好了。

评分

可圈可点,对图形学的渲染模拟动画模型分支都有所介绍,一本不错的入门书籍。前些日子选了图形学渲染的课开始看的,但是真正渲染的部分还是参考Paper和PBRT比较多,想着有空也实现一下八叉树好了。

评分

不错的书啦。。。只是后半部分。。。设计的面太广。。。╮(╯▽╰)╭反正也不准备弄图形学了。。。

评分

把图形学很多主题讲得通俗易懂,点到即止,是本入门好教材。

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