3D Computer Graphics, 3/e (Hardcover)
Alan Watt
- 出版商: Addison Wesley
- 出版日期: 1999-12-16
- 售價: $2,880
- 貴賓價: 9.5 折 $2,736
- 語言: 英文
- 頁數: 624
- 裝訂: Hardcover
- ISBN: 0201398559
- ISBN-13: 9780201398557
-
相關分類:
Computer Graphics
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商品描述
Description
The third edition of this book continues to focus on the 3D aspects of computer graphics, and reflects the growing demand for real-time applications such as games and virtual reality. It also includes new material on Visualization in Scientific Computing and graphics standards such as PHIGS. It deals with the processes involved in converting a mathematical or geometric description of an object–a computer graphics model–into a visualization–a two-dimensional projection–that simulates the appearance of a real object. Alan Watt provides students with a knowledge of complex and emerging topics in the field of computer graphics, including advances in rendering and new material on animation. This is an appropriate text for a first course on computer graphics at the Junior, Senior or graduate level.
Appropriate Courses
Introduction to Computer Graphics at the junior, senior or graduate level.
Features
NEW! Chapter on Advanced Radiosity. NEW! Chapter on Pre-Calculation Techniques. NEW! Material about real-time applications for high complexity, such as progressive mesh optimization, BSP tree, pre-calculation techniques, and photo-modeling techniques. - Enhanced coverage of advances in rendering.
- Complete revision of material on animation.
- Includes a CD-ROM with a 400-image study and several computer graphics programs.
Table Of Contents
(All chapters, except Chapter 1, begin with an Introduction.)
1. Mathematical Fundamentals Of Computer Graphics.
Transformations For Changing Coordinate Systems.
Structure-Deforming Transformations.
Vectors And Computer Graphics.
Length Of Vectors.
Normal Vectors And Cross Products.
Normal Vectors And Dot Products.
Vectors Associated With The Normal Vector.
Rays And Computer Graphics.
Intersections - Ray-Sphere.
Intersections - Ray-Convex Polygon.
Intersections - Ray-Box.
Intersections - Ray-Quadric.
Ray Tracing Geometry - Reflections And Refraction.
Interpolating Properties In The Image Plane.
2. Representation And Modelling Of Three-Dimensional Objects (1).
Manual Modelling Of Polygonal Objects.
Automatic Generation Of Polygonal Objects.
Mathematical Generation Of Polygonal Objects.
Procedural Polygon Mesh Objects - Fractal Objects.
Constructive Solid Geometry (Csg) Representation Of Objects.
Space Subdivision Techniques For Object Representation.
Bsp Trees.
Creating Voxel Objects.
Representing Objects With Implicit Functions.
Scene Management And Object Representation.
Summary.
3. Representation And Modelling Of Three-Dimensional Objects (2).
Summary Of B-Spline Curve Properties.
B-Spline Representation.
Uniform B-Splines.
Non-Uniform B-Splines.
Summary Of B-Spline Curve Properties.
Rational Curves.
Nurbs.
From Curves To Surfaces.
BÉZier Patch Object - The Utah Teapot.
B-Spline Surface Patches.
Modelling Or Creating Patch Surfaces.
Control Polyhedron Design - Basic Technique.
Creating Patch Objects By Surface Fitting.
From Patches To Objects.
4. Representation And Rendering.
Rendering Parametric Surfaces.
Patch To Polygon Conversion.
Object Space Subdivision.
Image Space Subdivision.
Rendering A Csg Description.
Rendering A Yoxel Description.
Rendering Implicit Functions.
5. The Graphics Pipeline 1: Geometric Operations.
World Coordinate Systems.
Camera Or Eye Or View Coordinate System.
Operations Carried Out In View Space.
The View Volume.
Three-Dimensional Screen Space.
View Volume And Depth.
Advanced Viewing Systems (Phigs And Cks).
The View Orientation Parameters.
The View Mapping Parameters.
The View Plane In More Detail.
Implementing A Phigs-Type Viewing System.
6. The Graphics Pipeline 2: Rendering Or Algorithmic Processes.
Shading Pixels.
Local Reflection Models - Practical Points.
Local Reflection Models - Light Source Considerations.
Interpolative Shading Techniques.
Interpolative Shading Techniques - Phong Shading.
Renderer Shading Options.
Comparison Of Gouraud And Phong Shading.
Rasterization.
Rasterizing Polygons.
Order Of Rendering.
Hidden Surface Removal.
Z-Buffer And Csg Representation.
Z-Buffer And Compositing.
Z-Buffer And Rendering.
Scan Line Z-Buffer.
Spanning Hidden Surface Removal.
A Spanning Scan Line Algorithm.
Z-Buffer And Complex Scenes.
Z-Buffer Summary.
Bsp Trees And Hidden Surface Removal.
Multi-Pass Rendering And Accumulation Buffers.
7. Simulating Light-Object Interaction: Local Reflection Models.
Reflection From An Imperfect Surface.
The Bi-Directional Reflectance Distribution Function.
Diffuse And Specular Components.
Perfect Diffuse - Empirically Spread Specular Reflection (Phong).
Physically Based Specular Reflection.
Shadowing And Masking Effects.
Viewing Geometry.
The Fresnel Term.
Pre-Computing Brdfs.
Physically Based Diffuse Component.
8. Mapping Techniques.
Inverse Mapping By Using An Intermediate Surface.
Two-Dimensional Texture Domain To Bi-Cubic Parametric Patch Objects.
Billboards.
Bump Mapping.
A Pre-Calculation Technique For Bump Mapping.
Light Maps.
Environment Or Reflection Mapping.
Sphere Mapping.
Environmental Mapping: Comparative Points.
Surface Properties And Environment Mapping.
Three-Dimensional Texture Domain Techniques.
Simulating Turbulence.
Three-Dimensional Texture And Animation.
Three-Dimensional Light Maps.
Anti-Aliasing And Texture Mapping.
Interactive Techniques In Texture Mapping.
9. Geometric Shadows.
Simple Shadows On A Ground Plane.
Shadow Algorithms.
Shadow Algorithms- Shadow Volumes.
Shadow Algorithms. Derivation Of Shadow Polygons From Light Source Transformations.
Shadow Algorithms: Shadow Z-Buffer.
10. Global Illumination.
Radiance, Irradiance And The Radiance Equation.
Path Notation.
The Evolution Of Global Illumination Algorithms.
Established Algorithms - Ray Tracing And Radiosity.
Radiosity.
Monte Carlo Techniques In Global Illumination.
Path Tracing.
Distributed Raytrarcing.
Two-Pass Ray Tracing.
View Dependence/Independence And Multi-Pass Methods.
Caching Illumination.
Light Volumes.
Particle Tracing And Density Estimation.
11. The Radlosity Method.
Form Factor Determination.
The Gauss-Seidel Method.
Seeing A Partial Solution - Progressive Refinement.
Problems With The Radiosity Method.
Artefacts In Radiosity Images.
Reconstruction Artefacts.
Meshing Artefacts.
Meshing Strategies.
A Priori Meshing.
12. Ray Tracing Strategies.
The Basic Algorithm.
Lighting Model Components.
Shadows.
Hidden Surface Removal.
Using Recursion To Implement Ray Tracing.
The Adventures Of Seven Rays - A Ray Tracing Study.
Ray Tracing Polygon Objects - Interpolation Of A Normal At An Intersection Point In A Polygon.
Efficiency Measures In Ray Tracing.
First Hit Speed Up.
Bounding Objects With Simple Shapes.
Secondary Data Structures.
Ray Space Subdivision.
The Use Of Ray Coherence.
A Historical Digression - The Optics Of The Rainbow.
13. Volume Rendering.
'Semi-Transparent Gel' Option.
Transforming Into The Viewing Direction.
Compositing Pixels Along A Way.
Semi-Transparent Gel Plus Surfaces.
Structural Considerations In Volume Rendering Algorithms.
Ray Casting (Transformed Data).
Voxel Projection Method.
Perspective Projection In Volume Rendering.
Three-Dimensional Texture And Volume Rendering.
14. Anti-Aliasing Theory And Practice.
Jagged Edges.
Sampling In Computer Graphics Compared With Sampling Reality.
Sampling And Reconstruction.
A Simple Comparison.
Pre-Filtering Methods.
Supersampling Or Post-Filtering.
Non-Uniform Sampling - Some Theoretical Concepts.
The Fourier Transform Of Images.
15. Colour And Computer Graphics.
Colour And Three-Dimensional Space.
The Hsv Single Hexcone Model.
Yiq Space.
Colour, Information And Perceptual Spaces.
Cie Xyy Space.
Rendering And Colour Spaces.
Monitor Considerations.
Monitor Considerations - Different Monitors And The Same Colour.
Monitor Considerations - Colour Gamut Mapping.
Monitor Considerations - Gamma Correction.
16. Image-Based Rendering And Photo-Modelling.
Calculating The Validity Of Planar Impostors.
Varying Rendering Resources.
Image Layering.
Using Depth Information.
Layered Depth Images (Ldi).
View Interpolation.
Four-Dimensional Techniques - The Lumigraph Or Light Field Rendering Approach.
Photo-Modelling And Br.
Compositing Panoramas.
Photo-Modelling For Image-Based Rendering.
17. Computer Animation.
Rigid Body Animation.
Explicit Scripting.
Interpolation Of Rotation.
Using Quaternions To Represent Rotation.
Interpolating Quaternions.
The Camera Is An Animated Objected.
Linked Structures And Hierarchical Motion.
Dynamics In Computer Animation.
The Nature Of Forces.
Rigid Bodies - Extended Masses.
Using Dynamics In Computer Animation.
Simulating The Dynamics Of A Lumped Mass.
Space-Time Constraints.
Collision Detection.
Broad Phase Collision Detection With Obbs.
Narrow Phase: Pairs Of Convex Polyhedra - Exact Collision Detection.
Single Phase Algorithms - Object Hierarchies.
Collision Response.
Particle Animation.
Behavioral Animation.
Summary.
18. Comparative Image Study.
Texture And Shadow Mapping.
Whitted Ray Tracing.
Radiosity.
Radiance.
Summary.
References.
Index. 0201398559T04062001