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计算机图形学:C语言版

计算机图形学:C语言版

定 价:¥69.00

作 者: 美Donald Hearn,美M.Pauline Baker著
出版社: 清华大学出版社
丛编项: 大学计算机教育国外著名教材系列(影印版)
标 签: 图形学

ISBN: 9787302080848 出版时间: 2004-03-01 包装: 简裝本
开本: 23cm 页数: 652 字数:  

内容简介

  本书介绍厂设计与使用计算机图形学系统所必须的基本原理,讨论了图形学系统硬、软件及其应用,列举了C语言描述的编程实例以展示图形学算法的实现及应用,探讨了PHIGS、PHIGS+、GKS以及其他图形库的特征。与第1版相比,在反走样、分形及其他物体表示法、光线跟踪、样条曲线及表面、光照模型、表面绘制法和计算机动画制作方面本书有较大扩充,新增:虚拟现实、图形学算法的并行实现、超二次曲面、BSP树、形状文法、粒子系统、基于物理的模型、科学计算可视化、商业可视化、分布式光线跟踪、辐射度、变形以及有益于对图形学应用的各种数学方法的探讨。本书既可作为本科生和研究生的教材,也可作为图形学专业人员的参考书。

作者简介

暂缺《计算机图形学:C语言版》作者简介

图书目录

PREFACE
1 A Survey of Computer
Graphics
1-1 Computer-Aided Design
1-2 Presentation Graphics
1-3 Computer Art
1-4 Entertainment
1-5 Education and Training
1-6 Visualization
1-7 Image Processing
1-8 Graphical User Interfaces
2 Overview of Graphics
Systems
2-1
Video Display Devices
Refresh Cathode-Ray Tubes
Raster-Scan Displays
Random-Scan Displays
Color CRT Monitors
Direct-View Storage Tubes
Flat-Panel Displays
Three-Dimensional Viewing Devices
Stereoscopic and Virtual-Reality
Systems
2-2 Raster-Scan Systems
Video Controller
Raster-Scan Display Processor
2-3 Random-Scan Systems
2-4 Graphics Monitors and Workstations
2-5 Input Devices
Keyboards
Mouse
Trackball and Spaceball
Joysticks
Data Glove
Digitizers
Image Scanners
Touch Panels
Light Pens
Voice Systems
2-6 Hard-Copy Devices
2-7 Graphics Software
Coordinate Representations
Graphics Functions
Software Standards
PHIGS Workstations
Summary
References
Exercises
3
Output Primitives
3-1 Points and Lines
3-2 Line-Drawing Algorithms
DDA Algorithm
Bresenham''s Line Algorithm
Parallel Line Algorithms
3-3 Loading the Frame Buffer
3-4 Line Function
3-5 Circle-Generating Algorithms
Properties of Circles
Midpoint Circle Algorithm
3-6 Ellipse-Generating Algorithms
Properties of Ellipses
Midpoint Ellipse Algorithm
3-7 Other Curves
Conic Sections
Polynomials and Spline Curves
3-8 Parallel Curve Algorithms
3-9 Curve Functions
3-10 Pixel Addressing
and Object Geometry
Screen Grid Coordinates
Maintaining Geometric Properties
of Displayed Objects
3-11 Filled-Area Primitives
Scan-Line Polygon Fill Algorithm
Inside -Outside Tests
Scan-Line Fill of Curved Boundary
Areas
Boundary-Fill Algorithm
Flood-Fill Algorithm
3-12 Fill-Area Functions
3-13 Cell Array
3-14 Character Generation
Summary
Applications
References
Exercises
4
Attributes of Output
Primitives
4-1 Line Attributes
Line Type
Line Width
Pen and Brush Options
Line Color
4-2 Curve Attributes
4-3 Color and Grayscale Levels
Color Tables
Grayscale
4-4 Area-Fill Attributes
Fill Styles
Pattern Fill
Soft Fill
4-5 Character Attributes
Text Attributes
Marker Attributes
4-6 Bundled Attributes
Bundled Line Attributes
Bundled Area-Fill Attributes
Bundled Text Attributes
Bundled Marker Attributes
4-7 Inquiry Functions
4-8 Antialiasing
Supersampling Straight Line
Segments
Pixel-Weighting Masks
Area Sampling Straight Line
Segments
Filtering Techniques
Pixel Phasing
Compensating for Line Intensity
Differences
Antialiasing Area Boundaries
Summary
References
Exercises
5
Two-Dimensional Geometric
Transformations
5-1 Basic Transformations
Translation
Rotation
Scaling
5-2 Matrix Representations
and Homogeneous Coordinates
5-3 Composite Transformations
Translations
Rotations
Scalings
General Pivot-Point Rotation
General Fixed-Point Scaling
General Scaling Directions
Concatenation Properties
General Composite Transformations
and Computational Efficiency
5-4 Other Transformations
Reflection
Shear
5-5 Transformations Between Coordinate
Systems
5-6 Affine Transformations
5-7 Transformation Functions
5-8 Raster Methods for Transformations
Summary
References
Exercises
6
Two-Dimensional
Viewing
6-1 The Viewing Pipeline
6-2 Viewing Coordinate Reference Frame
6-3 Window-to-Viewport Coordinate
Transformation
6-4 Two-Dimensional Viewing Functions
6-5 Clipping Operations
6-6 Point Clipping
6-7 Line Clipping
Cohen-Sutherland Line Clipping
Liang-Barsky Line Clipping
Nicholl-Lee-Nicholl Line Clipping
Line Clipping Using Nonrectangular
Clip Windows
Splitting Concave Polygons
6-8
Polygon Clipping
Sutherland-Hodgeman Polygon
Clipping
Weiler-Atherton Polygon Clipping
Other Polygon-Clipping Algorithms
6-9 Curve Clipping
6-10 Text Clipping
6-11 Exterior Clipping
Summary
References
Exercises
7
Structures and Hierarchical
Modeling
7-1 Structure Concepts
Basic Structure Functions
Setting Structure Attributes
7-2 Editing Structures
Structure Lists and the Element
Pointer
Setting the Edit Mode
Inserting Structure Elements
Replacing Structure Elements
Deleting Structure Elements
Labeling Structure Elements
Copying Elements from One Structure
to Another
7-3 Basic Modeling Concepts
Model Representations
Symbol Hierarchies
Modeling Packages-
7-4 Hierarchical Modeling
with Structures
Local Coordinates and Modeling
Transformations
Modeling Transformations
Structure Hierarchies
Summary
References
Exercises
8 Graphical User Interfaces
and Interactive Input
Methods
8-1 The User Dialogue
Windows and Icons
Accommodating Multiple
Skill Levels
Consistency
Minimizing Memorization
Backup and Error Handling
Feedback
8-2 Input of Graphical Data
Logical Classification of Input
Devices
Locator Devices
Stroke Devices
String Devices
Valuator Devices
Choice Devices
Pick Devices
8-3 Input Functions
Input Modes
Request Mode
Locator and Stroke Input
in Request Mode
String Input in Request Mode
Valuator Input in Request Mode
Choice Input in Request Mode
Pick Input in Request Mode
Sample Mode
Event Mode
Concurrent Use of Input Modes
8-4 Initial Values for Input-Device
Parameters
8-5 Interactive Picture-Construction
Techniques
Basic Positioning Methods
Constraints
Grids
Gravity Field
Rubber-Band Methods
Dragging
Painting and Drawing
8-6 Virtual-Reality Environments
Summary
References
0 Exercises
9 Three-Dimensional
Concepts
9-1 Three-Dimensional Display Methods
Parallel Projection
Perspective Projection
Depth Cueing
Visible Line and Surface
Identification
Surface Rendering
Exploded and Cutaway Views
Three-Dimensional and Stereoscopic
Views
9-2 Three-Dimensional Graphics
Packages
10 Three-Dimensional
Object
Representations
10-1 Polygon Surfaces
Polygon Tables
Plane Equations
Polygon Meshes
10-2 Curved Lines and Surfaces
10-3 Quadric Surfaces
Sphere
Ellipsoid
Torus
10-4 Superquadrics
Superellipse
SupereUipsoid
10-5 Blobby Objects
10-6 Spline Representations
Interpolation and Approximation
Splines
Parametric Continuity
Conditions
Geometric Continuity
Conditions
Spline Specifications
10-7 Cubic Spline Interpolation
Methods
Natural Cubic Splines
Hermite Interpolation
Cardinal Splines
Kochanek-Bartels Splines
10-8 Bezier Curves and Surfaces
Bezier Curves
Properties of Bezier Curves
Design Techniques Using Bezier
Curves
Cubic Bezier Curves
Bezier Surfaces
10-9 B-Spline Curves and Surfaces
B-Spline Curves
Uniform, Periodic B-Splines
Cubic, Periodic B-Splines
Open, Uniform B-Splines
Nonuniform B-Splines
B-Spline Surfaces
10-10 Beta-Splines
Beta-Spline Continuity
Conditions
Cubic, Periodic Beta-Spline
Matrix Representation
10-11 Rational Splines
10-12 Conversion Between Spline
Representations
10-13 Displaying Spline Curves
and Surfaces
Homer''s Rule
Forward-Difference Calculations
Subdivision Methods
10-14 Sweep Representations
10-15 Constructive Solid-Geometry
Methods
10-16 Octrees
10-17 BSP Trees
10-18 Fractal-Geometry Methods
Fractal-Generation Procedures
Classification of Fractals
Fractal Dimension
Geometric Construction
of Deterministic Self-Similar
Fractals
Geometric Construction
of Statistically Self-Similar
Fractals
Affine Fractal-Construction
Methods
Random Midpoint-Displacement
Methods
Controlling Terrain Topography
Self-Squaring Fractals
Self-Inverse Fractals
10-19 Shape Grammars and Other
Procedural Methods
10-20 Particle Systems
10-21 Physically Based Modeling
10-22 Visualization of Data Sets
Visual Representations
for Scalar Fields
Visual Representations
for Vector Fields
Visual Representations
for Tensor Fields
Visual Representations
for Multivariate Data Fields
Summary
References
Exercises
11 Three-Dimensional
Geometric and Modeling
Transformations
11-1 Translation
11-2 Rotation
Coordinate-Axes Rotations
General Three-Dimensional
Rotations
Rotations with Quatemions
11-3 Scaling
11-4 Other Transformations
Reflections
Shears
11-5 Composite Transformations
11-6 Three-Dimensional Transformation
Functions
11-7 Modeling and Coordinate
Transformations
Summary
References
Exercises
12
Three-Dimensional
Viewing
12-1 Viewing Pipeline
12-2 Viewing Coordinates
Specifying the View Plane
Transformation from World
to Viewing Coordinates
12-3 Projections
Parallel Projections
Perspective Projections
12-4 View Volumes and General
Projection Transformations
General Parallel-Projection
Transformations
General Perspective-Projection
Transformations
12-5 Clipping
Normalized View Volumes
Viewport Clipping
Clipping in Homogeneous
Coordinates
12-6 Hardware Implementations
12-7 Three-Dimensional Viewing
Functions
Summary
References
Exercises
13
Visible-Surface Detection
Methods
13-1 Classification of Visible-Surface
Detection Algorithms
13-2 Back-Face Detection
13-3 Depth-Buffer Method
13-4 A-Buffer Method
13-5 Scan-Line Method
13-6 Depth-Sorting Method
13-7 BSP-Tree Method
13-8 Area-Subdivision Method
13-9 Octree Methods
13-10 Ray-Casting Method
13-11 Curved Surfaces
Curved-Surface Representations
Surface Contour Plots
13-12 Wireframe Methods
13-13 Visibility-Detection Functions
Summary
References
Exercises
14 Illumination Models
and Surface-Rendering
Methods
14-1 Light Sources
14-2
Basi''c Illumination Models
Ambient Light
Diffuse Reflection
Specular Reflection
and the Phong Model
Combined Diffuse and Specular
Reflections with Multiple Light
Sources
Warn Model
Intensity Attenuation
Color Considerations
Transparency
Shadows
14-3 Displaying Light Intensities
Assigning Intensity Levels
Gamma Correction and Video
Lookup Tables
Displaying Continuous-Tone
Images
14-4 Halftone Patterns and Dithering
Techniques
Halftone Approximations
Dithering Techniques
14-5 Polygon-Rendering Methods
Constant-Intensity Shading
Gouraud Shading
Phong Shading
Fast Phong Shading
14-6 Ray-Tracing Methods
Basic Ray-Tracing Algorithm
Ray-Surface Intersection
Calculations
Reducing Object-Intersection
Calculations
Space-Subdivision Methods
Antialiased Ray Tracing
Distributed Ray Tracing
14-7 Radiosity Lighting Model
Basic Radiosity Model
Progressive Refinement
Radiosity Method
14-8 Environment Mapping
14-9 Adding Surface Detail
Modeling Surface Detail
with Polygons
Texture Mapping
Procedural Texturing
Methods
Bump Mapping
Frame Mapping
Summary
References
Exercises
15 Color Models and Color
Applications
15-1 Properties of Light
15-2 Standard Primaries and the
Chromaticity Diagram
XYZ Co]or Model
CIE Chromaticity Diagram
15-3 Intuitive Color Concepts
15-4 RGB Color Model
15-5 YIQ Color Model
15-6 CMY Color Model
15-7 HSV Color Model
15-8 Conversion Between HSV
and RGB Models
15-9 HLS Color Model
15-10 Color Selection
and Applications
Summary
References
Exercises
16 Computer
Animation
16-1 Design of Animation Sequences
16-2 General Computer-Animation
Functions
16-3 Raster Animations
16-4 Computer-Animation Languages
16-5 Key-Frame Systems
Morphing
Simulating Accelerations
16-6 Motion Specifications
Direct Motion Specification
Goal-Directed Systems
Kinematics and Dynamics
Summary
References
Exercises
A Mathematics for Computer
Graphics
A-1 Coordinate-Reference Frames
Two-Dimensional Cartesian
Reference Frames
Polar Coordinates in the xy Plane
Three-Dimensional Cartesian
Reference Frames
Three-Dimensional Curvilinear
Coordinate Systems
Solid Angle
A-2 Points and Vectors
Vector Addition and Scalar
Multiplication
Scalar Product of Two Vectors
Vector Product of Two Vectors
A-3 Basis Vectors and the Metric Tensor
Orthonormal Basis
Metric Tensor
A-4 Matrices
Scalar Multiplication and Matrix
Addition
Matrix Multiplication
Matrix Transpose
Determinant of a Matrix
Matrix Inverse
A-5 Complex Numbers
A-6 Quaternions
A-7 Nonparametric Representations
A-8 Parametric Representations
A-9 Numerical Methods
Solving Sets of Linear Equations
Finding Roots of Nonlinear
Equations
Evaluating Integrals
Fitting Curves to Data Sets
BIBLIOGRAPHY
INDEX

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