Fundamentals of computer graphics:
Presents 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 an efficient code.
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Wellesley, Mass.
Peters
2005
|
Ausgabe: | 2. ed. |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Zusammenfassung: | Presents 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 an efficient code. |
Beschreibung: | XV, 623 S. Ill., graph. Darst. |
ISBN: | 1568812698 |
Internformat
MARC
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245 | 1 | 0 | |a Fundamentals of computer graphics |c Peter Shirley |
250 | |a 2. ed. | ||
264 | 1 | |a Wellesley, Mass. |b Peters |c 2005 | |
300 | |a XV, 623 S. |b Ill., graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
520 | 3 | |a Presents 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 an efficient code. | |
650 | 7 | |a Computação gráfica |2 larpcal | |
650 | 7 | |a Computergraphics |2 gtt | |
650 | 4 | |a Computer graphics | |
650 | 0 | 7 | |a Mathematik |0 (DE-588)4037944-9 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Computergrafik |0 (DE-588)4010450-3 |2 gnd |9 rswk-swf |
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Datensatz im Suchindex
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---|---|
adam_text | Contents
Preface xi
1 Introduction 1
1.1 Graphics Areas 1
1.2 Major Applications 2
1.3 Graphics APIs 3
1.4 3D Geometric Models 4
1.5 Graphics Pipeline 4
1.6 Numerical Issues 5
1.7 Efficiency 8
1.8 Software Engineering 8
2 Miscellaneous Math 15
2.1 Sets and Mappings 15
2.2 Solving Quadratic Equations 19
2.3 Trigonometry 20
2.4 Vectors 23
2.5 2D Implicit Curves 30
2.6 2D Parametric Curves 36
2.7 3D Implicit Surfaces 38
2.8 3D Parametric Curves 40
v
vi Contents
2.9 3D Parametric Surfaces 41 ,
2.10 Linear Interpolation 42
2.11 Triangles 43
3 Raster Algorithms 51
3.1 Raster Displays 51
3.2 Monitor Intensities and Gamma 52
3.3 RGB Color 54
3.4 The Alpha Channel 56
3.5 Line Drawing 57
3.6 Triangle Rasterization 63
3.7 Simple Antialiasing 67
3.8 Image Capture and Storage 68
4 Signal Processing 71
4.1 Digital Audio: Sampling in ID 72
4.2 Convolution 75
4.3 Convolution Filters 89
4.4 Signal Processing for Images 96
4.5 Sampling Theory 104
5 Linear Algebra 119
5.1 Determinants 119
5.2 Matrices 121
6 Transformation Matrices 135
6.1 Basic 2D Transforms . . . 135
6.2 Basic 3D Transforms 147
6.3 Translation 151
6.4 Inverses of Transformation Matrices 154
6.5 Coordinate Transformations 154
7 Viewing 159
7.1 Drawing the Canonical View Volume 160
7.2 Orthographic Projection 162
7.3 Perspective Projection 166
7.4 Some Properties of the Perspective Transform 172
7.5 Field of View 173
Contents vii
8 Hidden Surface Elimination 177
8.1 BSPTree 177
8.2 Z Buffer 186
9 Surface Shading 191
9.1 Diffuse Shading 191
9.2 Phong Shading 194
9.3 Artistic Shading 197
10 Ray Tracing 201
10.1 The Basic Ray Tracing Algorithm 202
10.2 Computing Viewing Rays 203
10.3 Ray Object Intersection 205
10.4 A Ray Tracing Program 209
10.5 Shadows 211
10.6 Specular Reflection 212
10.7 Refraction 213
10.8 Instancing 216
10.9 Sub Linear Ray Object Intersection 218
10.10 Constructive Solid Geometry 229
10.11 Distribution Ray Tracing 229
11 Texture Mapping 239
11.1 3D Texture Mapping 240
11.2 2D Texture Mapping 246
11.3 Tessellated Models 248
11.4 Texture Mapping for Rasterized Triangles 250
11.5 Bump Textures 252
11.6 Displacement Mapping 253
11.7 Environment Maps 253
11.8 Shadow Maps 255
12 A Full Graphics Pipeline 259
12.1 Clipping 259
12.2 Location of Clipping Segment of the Pipeline 260
12.3 An Expanded Graphics Pipeline 264
12.4 Backface Elimination 265
12.5 Triangle Strips and Fans 266
12.6 Preserved State 266
12.7 A Full Graphics Pipeline 267
viii Contents I
1
A
13 Data Structures for Graphics 269
13.1 Triangle Meshes 269
13.2 Winged Edge Data Structure 270
13.3 Scene Graphs 272
13.4 Tiling Multidimensional Arrays 274
14 Sampling 279
14.1 Integration 279
14.2 Continuous Probability 284
14.3 Monte Carlo Integration 288
14.4 Choosing Random Points 291
15 Curves 301
15.1 Curves 301
15.2 Curve Properties 307
15.3 Polynomial Pieces 310
15.4 Putting Pieces Together 318
15.5 Cubics 321
15.6 Approximating Curves 327
15.7 Summary 344
16 Computer Animation 347
16.1 Principles of Animation 348
16.2 Keyframing 352
16.3 Deformations 360
16.4 Character Animation 361
16.5 Physics Based Animation 367
16.6 Procedural Techniques 370
16.7 Groups of Objects 373
16.8 Notes 376
17 Using Graphics Hardware 379
17.1 What is Graphics Hardware 379
17.2 Describing Geometry for the Hardware 380
17.3 Processing Geometry into Pixels 387
18 Building Interactive Graphics Applications 401
18.1 The Ball Shooting Program 402
18.2 Programming Models 404
18.3 The Modelview Controller Architecture 421
Contents ix
18.4 Example Implementations 433
18.5 Applying Our Results 443
18.6 Notes 446
18.7 Exercises 447
19 Light 451
19.1 Radiometry 451
19.2 Transport Equation 460
19.3 Photometry 462
20 Color 465
20.1 Light and Light Detectors 466
20.2 Tristimulus Color Theory 466
20.3 CIE Tristimulus Values 468
20.4 Chromaticity 469
20.5 Scotopic Luminance 472
20.6 RGB Monitors 472
20.7 Approximate Color Manipulation 473
20.8 Opponent Color Spaces 474
21 Visual Perception 477
21.1 Vision Science 478
21.2 Visual Sensitivity 479
21.3 Spatial Vision 495
21.4 Objects, Locations, and Events 509
21.5 Picture Perception 517
22 Tone Reproduction 521
22.1 Classification 524
22.2 Dynamic Range 525
22.3 Color 527
22.4 Image Formation 529
22.5 Frequency Based Operators 529
22.6 Gradient Domain Operators 531
22.7 Spatial Operators 532
22.8 Division 534
22.9 Sigmoids 535
22.10 Other Approaches 540
22.11 Night Tonemapping 543
22.12 Discussion 544
x Contents
23 Global Illumination 547
23.1 Particle Tracing for Lambertian Scenes 548
23.2 Path Tracing 551
23.3 Accurate Direct Lighting 553
24 Reflection Models 561
24.1 Real World Materials 561
24.2 Implementing Reflection Models 563
24.3 Specular Reflection Models 565
24.4 Smooth Layered Model 566
24.5 Rough Layered Model 569
25 Image Based Rendering 577
25.1 The Light Field 578
25.2 Creating a Novel Image from a Set of Images 579
26 Visualization 583
26.1 2D Scalar Fields 583
26.2 3D Scalar Fields 585
References 595
Index 613
|
adam_txt |
Contents
Preface xi
1 Introduction 1
1.1 Graphics Areas 1
1.2 Major Applications 2
1.3 Graphics APIs 3
1.4 3D Geometric Models 4
1.5 Graphics Pipeline 4
1.6 Numerical Issues 5
1.7 Efficiency 8
1.8 Software Engineering 8
2 Miscellaneous Math 15
2.1 Sets and Mappings 15
2.2 Solving Quadratic Equations 19
2.3 Trigonometry 20
2.4 Vectors 23
2.5 2D Implicit Curves 30
2.6 2D Parametric Curves 36
2.7 3D Implicit Surfaces 38
2.8 3D Parametric Curves 40
v
vi Contents
2.9 3D Parametric Surfaces 41 ,
2.10 Linear Interpolation 42
2.11 Triangles 43
3 Raster Algorithms 51
3.1 Raster Displays 51
3.2 Monitor Intensities and Gamma 52
3.3 RGB Color 54
3.4 The Alpha Channel 56
3.5 Line Drawing 57
3.6 Triangle Rasterization 63
3.7 Simple Antialiasing 67
3.8 Image Capture and Storage 68
4 Signal Processing 71
4.1 Digital Audio: Sampling in ID 72
4.2 Convolution 75
4.3 Convolution Filters 89
4.4 Signal Processing for Images 96
4.5 Sampling Theory 104
5 Linear Algebra 119
5.1 Determinants 119
5.2 Matrices 121
6 Transformation Matrices 135
6.1 Basic 2D Transforms '. . . 135
6.2 Basic 3D Transforms 147
6.3 Translation 151
6.4 Inverses of Transformation Matrices 154
6.5 Coordinate Transformations 154
7 Viewing 159
7.1 Drawing the Canonical View Volume 160
7.2 Orthographic Projection 162
7.3 Perspective Projection 166
7.4 Some Properties of the Perspective Transform 172
7.5 Field of View 173
Contents vii
8 Hidden Surface Elimination 177
8.1 BSPTree 177
8.2 Z Buffer 186
9 Surface Shading 191
9.1 Diffuse Shading 191
9.2 Phong Shading 194
9.3 Artistic Shading 197
10 Ray Tracing 201
10.1 The Basic Ray Tracing Algorithm 202
10.2 Computing Viewing Rays 203
10.3 Ray Object Intersection 205
10.4 A Ray Tracing Program 209
10.5 Shadows 211
10.6 Specular Reflection 212
10.7 Refraction 213
10.8 Instancing 216
10.9 Sub Linear Ray Object Intersection 218
10.10 Constructive Solid Geometry 229
10.11 Distribution Ray Tracing 229
11 Texture Mapping 239
11.1 3D Texture Mapping 240
11.2 2D Texture Mapping 246
11.3 Tessellated Models 248
11.4 Texture Mapping for Rasterized Triangles 250
11.5 Bump Textures 252
11.6 Displacement Mapping 253
11.7 Environment Maps 253
11.8 Shadow Maps 255
12 A Full Graphics Pipeline 259
12.1 Clipping 259
12.2 Location of Clipping Segment of the Pipeline 260
12.3 An Expanded Graphics Pipeline 264
12.4 Backface Elimination 265
12.5 Triangle Strips and Fans 266
12.6 Preserved State 266
12.7 A Full Graphics Pipeline 267
viii Contents I
1
A
13 Data Structures for Graphics 269
13.1 Triangle Meshes 269
13.2 Winged Edge Data Structure 270
13.3 Scene Graphs 272
13.4 Tiling Multidimensional Arrays 274
14 Sampling 279
14.1 Integration 279
14.2 Continuous Probability 284
14.3 Monte Carlo Integration 288
14.4 Choosing Random Points 291
15 Curves 301
15.1 Curves 301
15.2 Curve Properties 307
15.3 Polynomial Pieces 310
15.4 Putting Pieces Together 318
15.5 Cubics 321
15.6 Approximating Curves 327
15.7 Summary 344
16 Computer Animation 347
16.1 Principles of Animation 348
16.2 Keyframing 352
16.3 Deformations 360
16.4 Character Animation 361
16.5 Physics Based Animation 367
16.6 Procedural Techniques 370
16.7 Groups of Objects 373
16.8 Notes 376
17 Using Graphics Hardware 379
17.1 What is Graphics Hardware 379
17.2 Describing Geometry for the Hardware 380
17.3 Processing Geometry into Pixels 387
18 Building Interactive Graphics Applications 401
18.1 The Ball Shooting Program 402
18.2 Programming Models 404
18.3 The Modelview Controller Architecture 421
Contents ix
18.4 Example Implementations 433
18.5 Applying Our Results 443
18.6 Notes 446
18.7 Exercises 447
19 Light 451
19.1 Radiometry 451
19.2 Transport Equation 460
19.3 Photometry 462
20 Color 465
20.1 Light and Light Detectors 466
20.2 Tristimulus Color Theory 466
20.3 CIE Tristimulus Values 468
20.4 Chromaticity 469
20.5 Scotopic Luminance 472
20.6 RGB Monitors 472
20.7 Approximate Color Manipulation 473
20.8 Opponent Color Spaces 474
21 Visual Perception 477
21.1 Vision Science 478
21.2 Visual Sensitivity 479
21.3 Spatial Vision 495
21.4 Objects, Locations, and Events 509
21.5 Picture Perception 517
22 Tone Reproduction 521
22.1 Classification 524
22.2 Dynamic Range 525
22.3 Color 527
22.4 Image Formation 529
22.5 Frequency Based Operators 529
22.6 Gradient Domain Operators 531
22.7 Spatial Operators 532
22.8 Division 534
22.9 Sigmoids 535
22.10 Other Approaches 540
22.11 Night Tonemapping 543
22.12 Discussion 544
x Contents
23 Global Illumination 547
23.1 Particle Tracing for Lambertian Scenes 548
23.2 Path Tracing 551
23.3 Accurate Direct Lighting 553
24 Reflection Models 561
24.1 Real World Materials 561
24.2 Implementing Reflection Models 563
24.3 Specular Reflection Models 565
24.4 Smooth Layered Model 566
24.5 Rough Layered Model 569
25 Image Based Rendering 577
25.1 The Light Field 578
25.2 Creating a Novel Image from a Set of Images 579
26 Visualization 583
26.1 2D Scalar Fields 583
26.2 3D Scalar Fields 585
References 595
Index 613 |
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dewey-ones | 006 - Special computer methods |
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discipline | Informatik |
discipline_str_mv | Informatik |
edition | 2. ed. |
format | Book |
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id | DE-604.BV020869170 |
illustrated | Illustrated |
index_date | 2024-07-02T13:25:33Z |
indexdate | 2024-07-09T20:27:05Z |
institution | BVB |
isbn | 1568812698 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-014190939 |
oclc_num | 60558892 |
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physical | XV, 623 S. Ill., graph. Darst. |
publishDate | 2005 |
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spelling | Shirley, Peter Verfasser aut Fundamentals of computer graphics Peter Shirley 2. ed. Wellesley, Mass. Peters 2005 XV, 623 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier Presents 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 an efficient code. Computação gráfica larpcal Computergraphics gtt Computer graphics Mathematik (DE-588)4037944-9 gnd rswk-swf Computergrafik (DE-588)4010450-3 gnd rswk-swf Computergrafik (DE-588)4010450-3 s DE-604 Mathematik (DE-588)4037944-9 s HBZ Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014190939&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Shirley, Peter Fundamentals of computer graphics Computação gráfica larpcal Computergraphics gtt Computer graphics Mathematik (DE-588)4037944-9 gnd Computergrafik (DE-588)4010450-3 gnd |
subject_GND | (DE-588)4037944-9 (DE-588)4010450-3 |
title | Fundamentals of computer graphics |
title_auth | Fundamentals of computer graphics |
title_exact_search | Fundamentals of computer graphics |
title_exact_search_txtP | Fundamentals of computer graphics |
title_full | Fundamentals of computer graphics Peter Shirley |
title_fullStr | Fundamentals of computer graphics Peter Shirley |
title_full_unstemmed | Fundamentals of computer graphics Peter Shirley |
title_short | Fundamentals of computer graphics |
title_sort | fundamentals of computer graphics |
topic | Computação gráfica larpcal Computergraphics gtt Computer graphics Mathematik (DE-588)4037944-9 gnd Computergrafik (DE-588)4010450-3 gnd |
topic_facet | Computação gráfica Computergraphics Computer graphics Mathematik Computergrafik |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=014190939&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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