Fundamentals of Computer Graphics

Fundamentals of Computer Graphics
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Artikel-Nr:
9781482229394
Veröffentl:
2016
Seiten:
734
Gewicht:
1720 g
Format:
235x0x0 mm
Sprache:
Deutsch
Beschreibung:

Steve Marschner, Cornell University, Ithaca, New York, USAPeter Shirley, Purity LLC
Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fourth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts. Highlights of the Fourth Edition Include: Updated coverage of existing topics Major updates and improvements to several chapters, including texture mapping, graphics hardware, signal processing, and data structures A text now printed entirely in four-color to enhance illustrative figures of concepts The fourth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web designs. Key Features Provides a thorough treatment of basic and advanced topics in current graphics algorithms Explains core principles intuitively, with numerous examples and pseudo-code Gives updated coverage of the graphics pipeline, signal processing, texture mapping, graphics hardware, reflection models, and curves and surfaces Uses color images to give more illustrative power to concepts
IntroductionGraphics AreasMajor ApplicationsGraphics APIsGraphics PipelineNumerical IssuesEfficiencyDesigning and Coding Graphics ProgramsMiscellaneous MathSets and MappingsSolving Quadratic EquationsTrigonometryVectorsCurves and SurfacesLinear InterpolationTrianglesRaster ImagesRaster DevicesImages, Pixels, and GeometryRGB ColorAlpha CompositingRay TracingThe Basic Ray-Tracing AlgorithmPerspectiveComputing Viewing RaysRay-Object IntersectionShadingA Ray-Tracing ProgramShadowsIdeal Specular ReflectionHistorical NotesLinear AlgebraDeterminantsMatricesComputing with Matrices and DeterminantsEigenvalues and Matrix DiagonalizationTransformation Matrices2D Linear Transformations3D Linear TransformationsTranslation and Affine TransformationsInverses of Transformation MatricesCoordinate TransformationsViewingViewing TransformationsProjective TransformationsPerspective ProjectionSome Properties of the Perspective TransformField-of-ViewThe Graphics PipelineRasterizationOperations Before and After RasterizationSimple AntialiasingCulling Primitives for EfficiencySignal ProcessingDigital Audio: Sampling in 1DConvolutionConvolution FiltersSignal Processing for ImagesSampling TheorySurface ShadingDiffuse ShadingPhong ShadingArtistic ShadingTexture MappingLooking Up Texture ValuesTexture Coordinate FunctionsAntialiasing Texture LookupsApplications of Texture MappingProcedural 3D TexturesData Structures for GraphicsTriangle MeshesScene GraphsSpatial Data StructuresBSP Trees for VisibilityTiling Multidimensional ArraysMore Ray TracingTransparency and RefractionInstancingConstructive Solid GeometryDistribution Ray TracingSamplingIntegrationContinuous ProbabilityMonte Carlo IntegrationChoosing Random PointsCurvesCurvesCurve PropertiesPolynomial PiecesPutting Pieces TogetherCubicsApproximating CurvesSummaryComputer AnimationPrinciples of AnimationKeyframingDeformationsCharacter AnimationPhysics-Based AnimationProcedural TechniquesGroups of ObjectsUsing Graphics HardwareHardware OverviewWhat Is Graphics HardwareHeterogeneous MultiprocessingGraphics Hardware Programming: Buffers, State, and ShadersState MachineBasic OpenGL Application LayoutGeometryA First Look at ShadersVertex Buffer ObjectsVertex Array ObjectsTransformation MatricesShading with Per-Vertex AttributesShading in the Fragment ProcessorMeshes and InstancingTexture ObjectsObject-Oriented Design for Graphics Hardware ProgrammingContinued LearningLightRadiometryTransport EquationPhotometryColorColorimetryColor SpacesChromatic AdaptationColor AppearanceVisual PerceptionVision ScienceVisual SensitivitySpatial VisionObjects, Locations, and EventsPicture PerceptionTone ReproductionClassificationDynamic RangeColorImage FormationFrequency-Based OperatorsGradient-Domain OperatorsSpatial OperatorsDivisionSigmoidsOther ApproachesNight TonemappingDiscussionImplicit ModelingImplicit Functions, Skeletal Primitives, and Summation BlendingRenderingSpace PartitioningMore on BlendingConstructive Solid GeometryWarpingPrecise Contact ModelingThe Blob TreeInteractive Implicit Modeling SystemsGlobal IlluminationParticle Tracing for Lambertian ScenesPath TracingAccurate Direct LightingReflection ModelsReal-World MaterialsImplementing Reflection ModelsSpecular Reflection ModelsSmooth-Layered ModelRough-Layered ModelComputer Graphics in GamesPlatformsLimited ResourcesOptimization TechniquesGame TypesThe Game Production ProcessVisualizationBackgroundData TypesHuman-Centered Design ProcessVisual Encoding PrinciplesInteraction PrinciplesComposite and Adjacent ViewsData ReductionExamples

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