Fundamentals of computer graphics:
Gespeichert in:
Vorheriger Titel: | Shirley, Peter: Fundamentals of computer graphics |
---|---|
Hauptverfasser: | , |
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boca Raton ; London ; New York
Taylor & Francis Group
[2016]
|
Ausgabe: | Fourth edition |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | xiii, 734 Seiten Illustrationen, Diagramme |
ISBN: | 9781482229394 |
Internformat
MARC
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245 | 1 | 0 | |a Fundamentals of computer graphics |c Steve Marschner (Cornell University), Peter Shirley (Purity, LLC); with Michael Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett Johnson, Tamara Munzner, Erik Reinhard, William B. Thompson, Peter Willemsen, Brian Wyvill |
250 | |a Fourth edition | ||
264 | 1 | |a Boca Raton ; London ; New York |b Taylor & Francis Group |c [2016] | |
300 | |a xiii, 734 Seiten |b Illustrationen, Diagramme | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
650 | 4 | |a Computer graphics | |
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689 | 1 | |5 DE-604 | |
700 | 1 | |a Shirley, Peter |d 1963- |e Verfasser |0 (DE-588)13333080X |4 aut | |
780 | 0 | 0 | |i 3. Auflage unter dem Titel |a Shirley, Peter: Fundamentals of computer graphics |
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Datensatz im Suchindex
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adam_text | Contents
Preface
1 Introduction
1.1 Graphics Areas......................
1.2 Major Applications..................
1.3 Graphics APIs ......................
1.4 Graphics Pipeline...................
1.5 Numerical Issues....................
1.6 Efficiency..........................
1.7 Designing and Coding Graphics Programs
2 Miscellaneous Math
2.1 Sets and Mappings...................
2.2 Solving Quadratic Equations.........
2.3 Trigonometry . .....................
2.4 Vectors.............................
2.5 Curves and Surfaces.................
2.6 Linear Interpolation ...............
2.7 Triangles...........................
3 Raster Images
3.1 Raster Devices......................
3.2 Images, Pixels, and Geometry........
3.3 RGB Color...........................
3.4 Alpha Compositing...................
■ tracing
4.1 The Basic Ray-Tracing Algorithm . . . .
4.2 Perspective.........................
4.3 Computing Viewing Rays..............
4.4 Ray-Object Intersection.............
4.5 Shading.............................
2
3
4
4
5
7
8
13
13
17
18
21
30
44
44
54
59
64
65
70
71
73
76
81
v
Contents
V!
4.6 A Ray-Tracing Program.................................... 84
4.7 Shadows ................................................. 86
4.8 Ideal Specular Reflection................................ 87
4.9 Historical Notes ........................................ 87
5 Linear Algebra 89
5.1 Determinants............................................. 89
5.2 Matrices................................................. 91
5.3 Computing with Matrices and Determinants................. 96
5.4 Eigenvalues and Matrix Diagonalization...................101
6 Transformation Matrices 109
6.1 2D Linear Transformations................................109
6.2 3D Linear Transformations................................123
6.3 Translation and Affine Transformations...................128
6.4 Inverses of Transformation Matrices......................132
6.5 Coordinate Transformations...............................133
7 Viewing 139
7.1 Viewing Transformations..................................140
7.2 Projective Transformations...............................146
7.3 Perspective Projection...................................149
7.4 Some Properties of the Perspective Transform.............153
7.5 Field-of-View............................................154
8 The Graphics Pipeline 159
8.1 Rasterization............................................160
8.2 Operations Before and After Rasterization................171
8.3 Simple Antialiasing......................................177
8.4 Culling Primitives for Efficiency........................179
9 Signal Processing 183
9.1 Digital Audio: Sampling in ID............................184
9.2 Convolution..............................................187
9.3 Convolution Filters......................................201
9.4 Signal Processing for Images.............................208
9.5 Sampling Theory..........................................217
Contents
VII
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 Looking Up Texture Values ...............................244
11.2 Texture Coordinate Functions . ..........................246
11.3 Antialiasing Texture Lookups.............................260
11.4 Applications of Texture Mapping..........................267
11.5 Procedural 3D Textures...................................273
12 Data Structures for Graphics
12.1 Triangle Meshes.............
12.2 Scene Graphs................
12.3 Spatial Data Structures.....
12.4 BSP Trees for Visibility ....
12.5 Tiling Multidimensional Arrays
13 More Ray Tracing 323
13.1 Transparency and Refraction..............................324
13.2 Instancing...............................................327
13.3 Constructive Solid Geometry..............................328
13.4 Distribution Ray Tracing.................................329
14 Sampling 337
14.1 Integration..............................................337
14.2 Continuous Probability...................................342
14.3 Monte Carlo Integration..................................346
14.4 Choosing Random Points...................................349
Curves 359
15.1 Curves ..................................................359
15.2 Curve Properties.........................................365
15.3 Polynomial Pieces........................................368
15.4 Putting Pieces Together..................................375
15.5 Cubics ..................................................378
15.6 Approximating Curves.....................................385
15.7 Summary..................................................402
282
295
297
309
317
Contents
viii
16 Computer Animation 405
16.1 Principles of Animation...................................406
16.2 Key framing...............................................410
16.3 Deformations..............................................418
16.4 Character Animation.......................................419
16.5 Physics-Based Animation...................................426
16.6 Procedural Techniques.....................................428
16.7 Groups of Objects ........................................431
17 Using Graphics Hardware 437
17.1 Hardware Overview.........................................437
17.2 What Is Graphics Hardware.................................437
17.3 Heterogeneous Multiprocessing.............................439
17.4 Graphics Hardware Programming: Buffers, State, and Shaders . 441
17.5 State Machine.............................................443
17.6 Basic OpenGL Application Layout ..........................444
17.7 Geometry..................................................445
17.8 A First Look at Shaders ..................................447
17.9 Vertex Buffer Objects.....................................450
17.10 Vertex Array Objects.....................................452
17.11 Transformation Matrices..................................455
17.12 Shading with Per-Vertex Attributes ......................457
17.13 Shading in the Fragment Processor........................461
17.14 Meshes and Instancing....................................467
17.15 Texture Objects..........................................469
17.16 Object-Oriented Design for Graphics Hardware Programming . 475
17.17 Continued Learning ......................................476
18 Light 479
18.1 Radiometry................................................479
18.2 Transport Equation........................................488
18.3 Photometry.............................................. 489
19 Color 493
19.1 Colorimetry...............................................495
19.2 Color Spaces..............................................504
19.3 Chromatic Adaptation......................................510
19.4 Color Appearance .........................................514
Contents
IX
20 Visual Perception 515
20.1 Vision Science............................................516
20.2 Visual Sensitivity........................................517
20.3 Spatial Vision............................................534
20.4 Objects, Locations, and Events............................547
20.5 Picture Perception........................................556
21 Tone Reproduction 559
21.1 Classification............................................562
21.2 Dynamic Range.............................................563
21.3 Color.....................................................565
21.4 Image Formation...........................................567
21.5 Frequency-Based Operators.................................567
21.6 Gradient-Domain Operators.................................569
21.7 Spatial Operators.........................................570
21.8 Division..................................................572
21.9 Sigmoids..................................................573
21.10 Other Approaches ........................................578
21.11 Night Tonemapping .......................................581
21.12 Discussion...............................................582
22 Implicit Modeling 585
22.1 Implicit Functions, Skeletal Primitives, and Summation
Blending..................................................586
22.2 Rendering.................................................594
22.3 Space Partitioning........................................595
22.4 More on Blending..........................................601
22.5 Constructive Solid Geometry ..............................602
22.6 Warping...................................................604
22.7 Precise Contact Modeling..................................606
22.8 The BlobTree..............................................608
22.9 Interactive Implicit Modeling Systems.....................610
lu) ll
614
617
619
I
23.1 Particle Tracing for Lambertian Scenes
23.2 Path Tracing........................
23.3 Accurate Direct Lighting............
x Contents
24 Reflection Models 627
24.1 Real-World Materials...................................627
24.2 Implementing Reflection Models.........................629
24.3 Specular Reflection Models ............................631
24.4 Smooth-Layered Model...................................632
24.5 Rough-Layered Model....................................635
25 Computer Graphics in Games 643
25.1 Platforms..............................................643
25.2 Limited Resources......................................646
25.3 Optimization Techniques................................649
25.4 Game Types ............................................650
25.5 The Game Production Process............................653
26 Visualization 665
26.1 Background.............................................667
26.2 Data Types.............................................668
26.3 Human-Centered Design Process .........................670
26.4 Visual Encoding Principles.............................672
26.5 Interaction Principles.................................680
26.6 Composite and Adjacent Views...........................681
26.7 Data Reduction.........................................687
26.8 Examples...............................................692
References 701
Index
723
|
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ctrlnum | (OCoLC)952464012 (DE-599)BVBBV042661039 |
discipline | Informatik |
edition | Fourth edition |
format | Book |
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illustrated | Illustrated |
indexdate | 2024-07-10T07:06:54Z |
institution | BVB |
isbn | 9781482229394 |
language | English |
lccn | 015017094 |
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spelling | Marschner, Steve 1971- Verfasser (DE-588)14375890X aut Fundamentals of computer graphics Steve Marschner (Cornell University), Peter Shirley (Purity, LLC); with Michael Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett Johnson, Tamara Munzner, Erik Reinhard, William B. Thompson, Peter Willemsen, Brian Wyvill Fourth edition Boca Raton ; London ; New York Taylor & Francis Group [2016] xiii, 734 Seiten Illustrationen, Diagramme txt rdacontent n rdamedia nc rdacarrier 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 Shirley, Peter 1963- Verfasser (DE-588)13333080X aut 3. Auflage unter dem Titel Shirley, Peter: Fundamentals of computer graphics Digitalisierung UB Passau - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028093274&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Marschner, Steve 1971- Shirley, Peter 1963- Fundamentals of computer graphics 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_full | Fundamentals of computer graphics Steve Marschner (Cornell University), Peter Shirley (Purity, LLC); with Michael Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett Johnson, Tamara Munzner, Erik Reinhard, William B. Thompson, Peter Willemsen, Brian Wyvill |
title_fullStr | Fundamentals of computer graphics Steve Marschner (Cornell University), Peter Shirley (Purity, LLC); with Michael Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett Johnson, Tamara Munzner, Erik Reinhard, William B. Thompson, Peter Willemsen, Brian Wyvill |
title_full_unstemmed | Fundamentals of computer graphics Steve Marschner (Cornell University), Peter Shirley (Purity, LLC); with Michael Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett Johnson, Tamara Munzner, Erik Reinhard, William B. Thompson, Peter Willemsen, Brian Wyvill |
title_old | Shirley, Peter: Fundamentals of computer graphics |
title_short | Fundamentals of computer graphics |
title_sort | fundamentals of computer graphics |
topic | Computer graphics Mathematik (DE-588)4037944-9 gnd Computergrafik (DE-588)4010450-3 gnd |
topic_facet | Computer graphics Mathematik Computergrafik |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=028093274&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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