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Peter Shirley and Steve Marschner - Fundamentals of Computer Graphics - 3rd Edition [July 2009, PDF, ENG]
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Fundamentals of Computer Graphics - 3rd Edition #777
Год : July 2009
Автор : Peter Shirley and Steve Marschner
Жанр : CG
Издательство : CRC Press
ISBN : 978-1-4398-6552-1
Язык : Английский
Формат : PDF
Качество : Отсканированные страницы + слой распознанного текста
Интерактивное оглавление : Да
Количество страниц : 785
Описание : This edition of Fundamentals of Computer Graphics adds four new contributed chapters and contains substantial reorganizations and improvements to the core material. The new chapters add coverage of implicit modeling and of two important graphics applications: games and information visualization. The fourth new contributed chapter is a major upgrade to the material on color science. As with the chapters added in the second edition, we have chosen the contributors both for their expertise and for their clear way of expressing ideas. We have made a number of changes to the early chapters of the book, integrating the second author’s experience teaching introductory graphics at Cornell using the first and second editions. Most of these have been revised and updated, particularly the chapters on images, viewing, ray tracing, the graphics pipeline, and the material on triangle meshes. Some of the original material from these chapters has been reorganized, sometimes with topics appearing in different chapters than in the previous editions. Our aim in this reorganization has been to move the elementary material towards the beginning. In our thinking, Chapters 2 through 8 constitute the “core core,” taking the straight and narrow path through what is absolutely required for understanding how images get onto the screen using the complementary approaches of ray tracing and rasterization. Ray tracing is covered first, since it is the simplest way to generate images of 3D scenes, followed by the mathematical machinery required for the graphics pipeline, then the pipeline itself. After that, the “outer core” covers other topics that would commonly be included in an introductory class. For example, ray tracing is split into two chapters, with the more advanced material now in Chapter 13. The material on spatial data structures (some formerly under Ray Tracing and Hidden Surfaces) is consolidated in Chapter 12 together with an expanded section on triangle meshes. In all these revisions, we have endeavored to retain the informal, intuitive style of presentation that characterizes the earlier editions, while at the same time improving consistency, precision, and completeness. We hope the reader will find the result is a better platform for a variety of courses in computer graphics.
1 Introduction 1 1.1 Graphics Areas . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1.2 Major Applications . . . . . . . . . . . . . . . . . . . . . . . . 3 1.3 Graphics APIs . . . . . . . . . . . . . . . . . . . . . . . . . . 4 1.4 Graphics Pipeline . . . . . . . . . . . . . . . . . . . . . . . . . 4 1.5 Numerical Issues . . . . . . . . . . . . . . . . . . . . . . . . . 5 1.6 Effi ciency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 1.7 Designing and Coding Graphics Programs . . . . . . . . . . . . 8 2 Miscellaneous Math 13 2.1 Sets and Mappings . . . . . . . . . . . . . . . . . . . . . . . . 13 2.2 Solving Quadratic Equations . . . . . . . . . . . . . . . . . . . 17 2.3 Trigonometry . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 2.4 Vectors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 2.5 Curves and Surfaces . . . . . . . . . . . . . . . . . . . . . . . 30 2.6 Linear Interpolation . . . . . . . . . . . . . . . . . . . . . . . 44 2.7 Triangles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 3 Raster Images 53 3.1 Raster Devices . . . . . . . . . . . . . . . . . . . . . . . . . . 54 3.2 Images, Pixels, and Geometry . . . . . . . . . . . . . . . . . . 59 3.3 RGB Color . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 3.4 Alpha Compositing . . . . . . . . . . . . . . . . . . . . . . . . 65 4 Ray Tracing 69 4.1 The Basic Ray-Tracing Algorithm . . . . . . . . . . . . . . . . 70 4.2 Perspective . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 4.3 Computing Viewing Rays . . . . . . . . . . . . . . . . . . . . 73 4.4 Ray-Object Intersection . . . . . . . . . . . . . . . . . . . . . 76 4.5 Shading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 4.6 A Ray-Tracing Program . . . . . . . . . . . . . . . . . . . . . 84 4.7 Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 4.8 Ideal Specular Refl ection . . . . . . . . . . . . . . . . . . . . . 87 4.9 Historical Notes . . . . . . . . . . . . . . . . . . . . . . . . . 88 5 Linear Algebra 91 5.1 Determinants . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 5.2 Matrices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 5.3 Computing with Matrices and Determinants . . . . . . . . . . . 98 5.4 Eigenvalues and Matrix Diagonalization . . . . . . . . . . . . . 103 6 Transformation Matrices 111 6.1 2D Linear Transformations . . . . . . . . . . . . . . . . . . . . 111 6.2 3D Linear Transformations . . . . . . . . . . . . . . . . . . . . 125 6.3 Translation and Affi ne Transformations . . . . . . . . . . . . . 130 6.4 Inverses of Transformation Matrices . . . . . . . . . . . . . . . 134 6.5 Coordinate Transformations . . . . . . . . . . . . . . . . . . . 135 7 Viewing 141 7.1 Viewing Transformations . . . . . . . . . . . . . . . . . . . . . 142 7.2 Projective Transformations . . . . . . . . . . . . . . . . . . . . 148 7.3 Perspective Projection . . . . . . . . . . . . . . . . . . . . . . 151 7.4 Some Properties of the Perspective Transform . . . . . . . . . . 156 7.5 Field-of-View . . . . . . . . . . . . . . . . . . . . . . . . . . . 156 8 The Graphics Pipeline 161 8.1 Rasterization . . . . . . . . . . . . . . . . . . . . . . . . . . . 162 8.2 Operations Before and After Rasterization . . . . . . . . . . . . 173 8.3 Simple Antialiasing . . . . . . . . . . . . . . . . . . . . . . . . 180 8.4 Culling Primitives for Effi ciency . . . . . . . . . . . . . . . . . 181 9 Signal Processing 185 9.1 Digital Audio: Sampling in 1D . . . . . . . . . . . . . . . . . . 186 9.2 Convolution . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189 9.3 Convolution Filters . . . . . . . . . . . . . . . . . . . . . . . . 203 9.4 Signal Processing for Images . . . . . . . . . . . . . . . . . . . 210 9.5 Sampling Theory . . . . . . . . . . . . . . . . . . . . . . . . . 218 10 Surface Shading 233 10.1 Diffuse Shading . . . . . . . . . . . . . . . . . . . . . . . . . 233 10.2 Phong Shading . . . . . . . . . . . . . . . . . . . . . . . . . . 236 10.3 Artistic Shading . . . . . . . . . . . . . . . . . . . . . . . . . 239 11 Texture Mapping 243 11.1 3D Texture Mapping . . . . . . . . . . . . . . . . . . . . . . . 244 11.2 2D Texture Mapping . . . . . . . . . . . . . . . . . . . . . . . 250 11.3 Texture Mapping for Rasterized Triangles . . . . . . . . . . . . 252 11.4 Bump Textures . . . . . . . . . . . . . . . . . . . . . . . . . . 255 11.5 Displacement Mapping . . . . . . . . . . . . . . . . . . . . . . 256 11.6 Environment Maps . . . . . . . . . . . . . . . . . . . . . . . . 256 11.7 Shadow Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . 258 12 Data Structures for Graphics 261 12.1 Triangle Meshes . . . . . . . . . . . . . . . . . . . . . . . . . 262 12.2 Scene Graphs . . . . . . . . . . . . . . . . . . . . . . . . . . . 276 12.3 Spatial Data Structures . . . . . . . . . . . . . . . . . . . . . . 278 12.4 BSP Trees for Visibility . . . . . . . . . . . . . . . . . . . . . 289 12.5 Tiling Multidimensional Arrays . . . . . . . . . . . . . . . . . 297 13 More Ray Tracing 303 13.1 Transparency and Refraction . . . . . . . . . . . . . . . . . . . 304 13.2 Instancing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 307 13.3 Constructive Solid Geometry . . . . . . . . . . . . . . . . . . . 309 13.4 Distribution Ray Tracing . . . . . . . . . . . . . . . . . . . . . 309 14 Sampling 317 14.1 Integration . . . . . . . . . . . . . . . . . . . . . . . . . . . . 317 14.2 Continuous Probability . . . . . . . . . . . . . . . . . . . . . . 322 14.3 Monte Carlo Integration . . . . . . . . . . . . . . . . . . . . . 326 14.4 Choosing Random Points . . . . . . . . . . . . . . . . . . . . . 329 15 Curves 339 15.1 Curves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 339 15.2 Curve Properties . . . . . . . . . . . . . . . . . . . . . . . . . 345 15.3 Polynomial Pieces . . . . . . . . . . . . . . . . . . . . . . . . 348 15.4 Putting Pieces Together . . . . . . . . . . . . . . . . . . . . . . 356 15.5 Cubics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 359 15.6 Approximating Curves . . . . . . . . . . . . . . . . . . . . . . 365 15.7 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 382 16 Implicit Modeling 385 16.1 Implicit Functions, Skeletal Primitives and Summation Blending . . . . . . . . . . . . . . . . . . . . . 386 16.2 Rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 394 16.3 Space Partitioning . . . . . . . . . . . . . . . . . . . . . . . . 395 16.4 More on Blending . . . . . . . . . . . . . . . . . . . . . . . . 401 16.5 Constructive Solid Geometry . . . . . . . . . . . . . . . . . . 402 16.6 Warping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 404 16.7 Precise Contact Modeling . . . . . . . . . . . . . . . . . . . . 406 16.8 The BlobTree . . . . . . . . . . . . . . . . . . . . . . . . . . . 408 16.9 Interactive Implicit Modeling Systems . . . . . . . . . . . . . . 410 17 Computer Animation 413 17.1 Principles of Animation . . . . . . . . . . . . . . . . . . . . . 414 17.2 Keyframing . . . . . . . . . . . . . . . . . . . . . . . . . . . . 418 17.3 Deformations . . . . . . . . . . . . . . . . . . . . . . . . . . . 426 17.4 Character Animation . . . . . . . . . . . . . . . . . . . . . . . 427 17.5 Physics-Based Animation . . . . . . . . . . . . . . . . . . . . 433 17.6 Procedural Techniques . . . . . . . . . . . . . . . . . . . . . . 436 17.7 Groups of Objects . . . . . . . . . . . . . . . . . . . . . . . . 439 18 Using Graphics Hardware 445 18.1 What Is Graphics Hardware . . . . . . . . . . . . . . . . . . . 445 18.2 Describing Geometry for the Hardware . . . . . . . . . . . . . 446 18.3 Processing Geometry into Pixels . . . . . . . . . . . . . . . . . 453 19 Building Interactive Graphics Applications 467 19.1 The Ball Shooting Program . . . . . . . . . . . . . . . . . . . 468 19.2 Programming Models . . . . . . . . . . . . . . . . . . . . . . 470 19.3 The Modelview-Controller Architecture . . . . . . . . . . . . . 487 19.4 Example Implementations . . . . . . . . . . . . . . . . . . . . 499 19.5 Applying Our Results . . . . . . . . . . . . . . . . . . . . . . 509 20 Light 517 20.1 Radiometry . . . . . . . . . . . . . . . . . . . . . . . . . . . . 517 20.2 Transport Equation . . . . . . . . . . . . . . . . . . . . . . . . 526 20.3 Photometry . . . . . . . . . . . . . . . . . . . . . . . . . . . . 528 21 Color 531 21.1 Colorimetry . . . . . . . . . . . . . . . . . . . . . . . . . . . . 533 21.2 Color Spaces . . . . . . . . . . . . . . . . . . . . . . . . . . . 542 21.3 Chromatic Adaptation . . . . . . . . . . . . . . . . . . . . . . 548 21.4 Color Appearance . . . . . . . . . . . . . . . . . . . . . . . . 552 22 Visual Perception 553 22.1 Vision Science . . . . . . . . . . . . . . . . . . . . . . . . . . 554 22.2 Visual Sensitivity . . . . . . . . . . . . . . . . . . . . . . . . . 555 22.3 Spatial Vision . . . . . . . . . . . . . . . . . . . . . . . . . . . 571 22.4 Objects, Locations, and Events . . . . . . . . . . . . . . . . . . 585 22.5 Picture Perception . . . . . . . . . . . . . . . . . . . . . . . . 593 23 Tone Reproduction 597 23.1 Classifi cation . . . . . . . . . . . . . . . . . . . . . . . . . . . 600 23.2 Dynamic Range . . . . . . . . . . . . . . . . . . . . . . . . . . 601 23.3 Color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 603 23.4 Image Formation . . . . . . . . . . . . . . . . . . . . . . . . . 605 23.5 Frequency-Based Operators . . . . . . . . . . . . . . . . . . . 605 23.6 Gradient-Domain Operators . . . . . . . . . . . . . . . . . . . 607 23.7 Spatial Operators . . . . . . . . . . . . . . . . . . . . . . . . . 608 23.8 Division . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 610 23.9 Sigmoids . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 611 23.10 Other Approaches . . . . . . . . . . . . . . . . . . . . . . . . 616 23.11 Night Tonemapping . . . . . . . . . . . . . . . . . . . . . . . 619 23.12 Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . 620 24 Global Illumination 623 24.1 Particle Tracing for Lambertian Scenes . . . . . . . . . . . . . 624 24.2 Path Tracing . . . . . . . . . . . . . . . . . . . . . . . . . . . 627 24.3 Accurate Direct Lighting . . . . . . . . . . . . . . . . . . . . . 629 25 Reflection Models 637 25.1 Real-World Materials . . . . . . . . . . . . . . . . . . . . . . . 637 25.2 Implementing Refl ection Models . . . . . . . . . . . . . . . . . 639 25.3 Specular Refl ection Models . . . . . . . . . . . . . . . . . . . 641 25.4 Smooth Layered Model . . . . . . . . . . . . . . . . . . . . . . 642 25.5 Rough Layered Model . . . . . . . . . . . . . . . . . . . . . . 645 26 Computer Graphics in Games 653 26.1 Platforms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 653 26.2 Limited Resources . . . . . . . . . . . . . . . . . . . . . . . . 655 26.3 Optimization Techniques . . . . . . . . . . . . . . . . . . . . . 659 26.4 Game Types . . . . . . . . . . . . . . . . . . . . . . . . . . . 660 26.5 The Game Production Process . . . . . . . . . . . . . . . . . . 664 27 Visualization 675 27.1 Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . 677 27.2 Data Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . 678 27.3 Human-Centered Design Process . . . . . . . . . . . . . . . . 680 27.4 Visual Encoding Principles . . . . . . . . . . . . . . . . . . . . 682 27.5 Interaction Principles . . . . . . . . . . . . . . . . . . . . . . . 689 27.6 Composite and Adjacent Views . . . . . . . . . . . . . . . . . 690 27.7 Data Reduction . . . . . . . . . . . . . . . . . . . . . . . . . . 696 27.8 Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 701 28 Spatial-Field Visualization 709 28.1 2D Scalar Fields . . . . . . . . . . . . . . . . . . . . . . . . . 710 28.2 3D Scalar Fields . . . . . . . . . . . . . . . . . . . . . . . . . 711 References 721 Index 745
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