Fundamentals of computer graphics:
Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fifth 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 fo...
Gespeichert in:
Hauptverfasser: | , |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boca Raton ; London ; New York
CRC Press, Taylor & Francis Group
2022
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Ausgabe: | Fifth edition, international student edition |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Zusammenfassung: | Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fifth 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 Fifth Edition Include: Major updates and improvements to numerous chapters, including shading, ray tracing, physics-based rendering, math and samplingUpdated coverage of existing topicsSeveral chapters have been absorbed and reworked to create a more natural flow to the bookThe fifth 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 animation, visual effects, games, visualization, advertising, and other applications |
Beschreibung: | xv, 700 Seiten Illustrationen, Diagramme 235 mm |
ISBN: | 9781032122861 9780367505035 |
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Datensatz im Suchindex
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adam_text | Contents xi Preface Acknowledgments Authors 1 Introduction 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Graphics Areas............................................................................ Major Applications...................................................................... Graphics APIs ............................................................................ Graphics Pipeline......................................................................... Numerical Issues......................................................................... Efficiency...................................................................................... Designing and Coding Graphics Programs................................... 2 Miscellaneous Math 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 2.10 2.11 2.12 Sets and Mappings...................................................................... Solving Quadratic Equations....................................................... Trigonometry............................................................................... Vectors........................................................................................ Integration ................................................................................... Density Functions ...................................................................... Curves and Surfaces................................................................... Linear Interpolation ................................................................... Triangles.....................................................................................
Discrete probability...................................................................... Continuous probability................................................................ Monte Carlo Integration............................................................. 3 Raster Images 3.1 3.2 3.3 3.4 Raster Devices............................................................................ Images, Pixels, and Geometry.................................................... RGB Color.................................................................................. Alpha Compositing...................................................................... xiii XV 1 2 3 4 4 5 7 8 13 13 17 18 21 31 33 34 49 49 54 56 57 63 64 69 74 75 V
v’ Contents 4 Ray Tracing 4.1 4.2 4.3 4.4 4.5 4.6 5 Surface Shading 5.1 5.2 5.3 157 Viewing Transformations................................................................... 158 Projective Transformations................................................................ 164 Perspective Projection.......................................................................167 Some Properties of the Perspective Transform . . .. ........................ 171 Field-of-View.......................................................................................172 9 The Graphics Pipeline 9.1 9.2 9.3 9.4 127 2D Linear Transformations ................................................................ 127 3D Linear Transformations ................................................................ 141 Translation and Affine Transformations..........................................146 Inverses of Transformation Matrices................................................ 150 Coordinate Transformations............................................................. 151 8 Viewing 8.1 8.2 8.3 8.4 8.5 107 Determinants...................................................................................... 107 Matrices................................................................................................ 109 Computing with Matrices and Determinants................................... 114 Eigenvalues and Matrix Diagonalization.......................................... 119 7 Transformation Matrices 7.1 7.2 7.3 7.4 7.5 97 Point-like light
sources.................................................................... 98 Basic reflection models...................................................................... 100 Ambient illumination......................................................................... 104 6 Linear Algebra 6.1 6.2 6.3 6.4 79 The Basic Ray-Tracing Algorithm................................................ 80 Perspective........................................................................................... 81 Computing Viewing Rays ............................................................. 82 Ray-Object Intersection ................................................................ 86 Shading............................................................................................. 91 Historical Notes ................................................................................. 95 177 Rasterization....................................................................................... 178 Operations Before and After Rasterization....................................... 192 Simple Antialiasing............................................................................. 199 Culling Primitives for Efficiency.......................................................200 10 Signal Processing 205 10.1 Digital Audio: Sampling in ID.......................................................... 206 10.2 Convolution..........................................................................................209 10.3 Convolution
Filters............................................................................. 223
Contents vii 10.4 10.5 Signal Processing for Images.......................................................... 230 Sampling Theory............................................................................. 239 11 Texture Mapping 11.1 11.2 11.3 11.4 11.5 12 Data Structures for Graphics 12.1 12.2 12.3 12.4 12.5 335 Integration....................................................................................... 335 Continuous Probability.................................................................... 340 Monte Carlo Integration .................................................................344 Choosing Random Points................................................................. 347 14 Physics-BasedRendering 14.1 14.2 14.3 14.4 14.5 14.6 14.7 14.8 14.9 14.10 291 Triangle Meshes............................................................................. 292 Scene Graphs.................................................................................... 305 Spatial Data Structures.................................................................... 309 BSP Trees for Visibility .................................................................320 Tiling Multidimensional Arrays.................................................... 329 13 Sampling 13.1 13.2 13.3 13.4 255 Looking Up Texture Values .......................................................... 256 Texture Coordinate Functions....................................................... 258 Antialiasing Texture Lookups....................................................... 269 Applications of Texture Mapping
................................................. 277 Procedural 3D Textures....................................................................283 357 Photons............................................................................................. 357 Smooth Metals.................................................................................358 Smooth Dielectrics.......................................................................... 359 Dielectrics with Subsurface Scattering...........................................362 A Brute Force Photon Tracer...........................................................363 Radiometry....................................................................................... 366 Radiometry of Scattering................................................................. 371 Transport Equation.......................................................................... 374 Materials in Practice....................................................................... 376 Monte Carlo Ray Tracing ..............................................................377 15 Curves 383 Michael Gleicher 15.1 Curves .............................................................................................. 383 15.2 Curve Properties.............................................................................. 389 15.3 Polynomial Pieces........................................................................... 392 15.4 Putting Pieces Together..................................................................... 399 15.5 Cubics
.............................................................................................. 402 15.6 Approximating Curves..................................................................... 409 15.7 Summary........................................................................................... 426
viii Contents 16 Computer Animation 429 Michael Ashikhmin 16.1 Principles of Animation ............................................................. 430 16.2 Key framing.................................................................................. 434 16.3 Deformations............................................................................... 442 16.4 Character Animation................................................................... 443 16.5 Physics-Based Animation.......................................................... 450 16.6 Procedural Techniques................................................................ 452 16.7 Groups of Objects ...................................................................... 455 17 Using Graphics Hardware 461 Peter Willemsen I7.l Hardware Overview ................................................................... 461 17.2 What Is Graphics Hardware....................................................... 461 17.3 Heterogeneous Multiprocessing................................................. 463 17.4 Graphics Hardware Programming: Buffers, State, and Shaders....................................................................... 465 17.5 State Machine.............................................................................. 467 17.6 Basic OpenGL Application Layout ...........................................468 17.7 Geometry..................................................................................... 469 17.8 A First Look at Shaders ............................................................. 471 17.9 Vertex Buffer
Objects.................................................................. 474 17.10 Vertex Array Objects...................................................................476 17.11 Transformation Matrices............................................................. 479 17.12 Shading with Per-Vertex Attributes ........................................... 481 17.13 Shading in the Fragment Processor.............................................. 485 17.14 Meshes and Instancing................................................................ 491 17.15 Texture Objects............................................................................ 493 17.16 Object-Oriented Design for Graphics Hardware Programming.................................................................... 499 17.17 Continued Learning ................................................................... 500 18 Color 503 Erik Reinhard and Garrett Johnson 18.1 Colorimetry...................................................................................505 18.2 Color Spaces................................................................................ 514 18.3 Chromatic Adaptation................................................................. 520 18.4 Color Appearance ....................................................................... 524 19 Visual Perception 525 William B. Thompson 19.1 Vision Science.......................................................................... 526 19.2 Visual Sensitivity......................................................................... 527
I Contents ix 19.3 19.4 19.5 Spatial Vision.................................................................................... 544 Objects, Locations, and Events........................................................ 557 Picture Perception...........................................................................566 20 Tone Reproduction 569 Erik Reinhard 20.1 Classification.................................................................................... 572 20.2 Dynamic Range................................................................................. 573 20.3 Color................................................................................................. 575 20.4 Image Formation.............................................................................. 577 20.5 Frequency-Based Operators........................................................... 577 20.6 Gradient-Domain Operators........................................................... 579 20.7 Spatial Operators..............................................................................580 20.8 Division..............................................................................................582 20.9 Sigmoids.......................................................................................... 583 20.10 Other Approaches .......................................................................... 588 20.11 Night Tonemapping ....................................................................... 591 20.12
Discussion....................................................................................... 592 21 Implicit Modeling 595 Brian Wyvill 21.1 Implicit Functions, Skeletal Primitives, and Summation Blending.......................................................................................... 596 21.2 Rendering..........................................................................................604 21.3 Space Partitioning .......................................................................... 605 21.4 More on Blending ..........................................................................611 21.5 Constructive Solid Geometry.......................................................... 612 21.6 Warping.............................................................................................614 21.7 Precise Contact Modeling............................................................. 616 21.8 TheBlobTree................................................................................... 618 21.9 Interactive Implicit Modeling Systems.......................................... 620 22 Computer Graphics in Games 623 Naty Hoffman 22.1 Platforms.......................................................................................... 623 22.2 Limited Resources.......................................................................... 626 22.3 Optimization Techniques................................................................ 629 22.4 Game Types ................................................................................... 630 22.5 The Game
ProductionProcess........................................................ 633 23 Visualization 645 Tamara Munzner 23.1 Background.................................................................................. 647
Contents X 23.2 23.3 23.4 23.5 23.6 23.7 23.8 Data Types...................................................................................... 648 Human-Centered Design Process .................................................650 Visual Encoding Principles............................................................. 652 Interaction Principles....................................................................... 660 Composite and Adjacent Views .................................................... 661 Data Reduction................................................................................ 667 Examples.......................................................................................... 672 References θθ1 Index θθθ
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adam_txt |
Contents xi Preface Acknowledgments Authors 1 Introduction 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Graphics Areas. Major Applications. Graphics APIs . Graphics Pipeline. Numerical Issues. Efficiency. Designing and Coding Graphics Programs. 2 Miscellaneous Math 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 2.10 2.11 2.12 Sets and Mappings. Solving Quadratic Equations. Trigonometry. Vectors. Integration . Density Functions . Curves and Surfaces. Linear Interpolation . Triangles.
Discrete probability. Continuous probability. Monte Carlo Integration. 3 Raster Images 3.1 3.2 3.3 3.4 Raster Devices. Images, Pixels, and Geometry. RGB Color. Alpha Compositing. xiii XV 1 2 3 4 4 5 7 8 13 13 17 18 21 31 33 34 49 49 54 56 57 63 64 69 74 75 V
v’ Contents 4 Ray Tracing 4.1 4.2 4.3 4.4 4.5 4.6 5 Surface Shading 5.1 5.2 5.3 157 Viewing Transformations. 158 Projective Transformations. 164 Perspective Projection.167 Some Properties of the Perspective Transform . . . . 171 Field-of-View.172 9 The Graphics Pipeline 9.1 9.2 9.3 9.4 127 2D Linear Transformations . 127 3D Linear Transformations . 141 Translation and Affine Transformations.146 Inverses of Transformation Matrices. 150 Coordinate Transformations. 151 8 Viewing 8.1 8.2 8.3 8.4 8.5 107 Determinants. 107 Matrices. 109 Computing with Matrices and Determinants. 114 Eigenvalues and Matrix Diagonalization. 119 7 Transformation Matrices 7.1 7.2 7.3 7.4 7.5 97 Point-like light
sources. 98 Basic reflection models. 100 Ambient illumination. 104 6 Linear Algebra 6.1 6.2 6.3 6.4 79 The Basic Ray-Tracing Algorithm. 80 Perspective. 81 Computing Viewing Rays . 82 Ray-Object Intersection . 86 Shading. 91 Historical Notes . 95 177 Rasterization. 178 Operations Before and After Rasterization. 192 Simple Antialiasing. 199 Culling Primitives for Efficiency.200 10 Signal Processing 205 10.1 Digital Audio: Sampling in ID. 206 10.2 Convolution.209 10.3 Convolution
Filters. 223
Contents vii 10.4 10.5 Signal Processing for Images. 230 Sampling Theory. 239 11 Texture Mapping 11.1 11.2 11.3 11.4 11.5 12 Data Structures for Graphics 12.1 12.2 12.3 12.4 12.5 335 Integration. 335 Continuous Probability. 340 Monte Carlo Integration .344 Choosing Random Points. 347 14 Physics-BasedRendering 14.1 14.2 14.3 14.4 14.5 14.6 14.7 14.8 14.9 14.10 291 Triangle Meshes. 292 Scene Graphs. 305 Spatial Data Structures. 309 BSP Trees for Visibility .320 Tiling Multidimensional Arrays. 329 13 Sampling 13.1 13.2 13.3 13.4 255 Looking Up Texture Values . 256 Texture Coordinate Functions. 258 Antialiasing Texture Lookups. 269 Applications of Texture Mapping
. 277 Procedural 3D Textures.283 357 Photons. 357 Smooth Metals.358 Smooth Dielectrics. 359 Dielectrics with Subsurface Scattering.362 A Brute Force Photon Tracer.363 Radiometry. 366 Radiometry of Scattering. 371 Transport Equation. 374 Materials in Practice. 376 Monte Carlo Ray Tracing .377 15 Curves 383 Michael Gleicher 15.1 Curves . 383 15.2 Curve Properties. 389 15.3 Polynomial Pieces. 392 15.4 Putting Pieces Together. 399 15.5 Cubics
. 402 15.6 Approximating Curves. 409 15.7 Summary. 426
viii Contents 16 Computer Animation 429 Michael Ashikhmin 16.1 Principles of Animation . 430 16.2 Key framing. 434 16.3 Deformations. 442 16.4 Character Animation. 443 16.5 Physics-Based Animation. 450 16.6 Procedural Techniques. 452 16.7 Groups of Objects . 455 17 Using Graphics Hardware 461 Peter Willemsen I7.l Hardware Overview . 461 17.2 What Is Graphics Hardware. 461 17.3 Heterogeneous Multiprocessing. 463 17.4 Graphics Hardware Programming: Buffers, State, and Shaders. 465 17.5 State Machine. 467 17.6 Basic OpenGL Application Layout .468 17.7 Geometry. 469 17.8 A First Look at Shaders . 471 17.9 Vertex Buffer
Objects. 474 17.10 Vertex Array Objects.476 17.11 Transformation Matrices. 479 17.12 Shading with Per-Vertex Attributes . 481 17.13 Shading in the Fragment Processor. 485 17.14 Meshes and Instancing. 491 17.15 Texture Objects. 493 17.16 Object-Oriented Design for Graphics Hardware Programming. 499 17.17 Continued Learning . 500 18 Color 503 Erik Reinhard and Garrett Johnson 18.1 Colorimetry.505 18.2 Color Spaces. 514 18.3 Chromatic Adaptation. 520 18.4 Color Appearance . 524 19 Visual Perception 525 William B. Thompson 19.1 Vision Science. 526 19.2 Visual Sensitivity. 527
I Contents ix 19.3 19.4 19.5 Spatial Vision. 544 Objects, Locations, and Events. 557 Picture Perception.566 20 Tone Reproduction 569 Erik Reinhard 20.1 Classification. 572 20.2 Dynamic Range. 573 20.3 Color. 575 20.4 Image Formation. 577 20.5 Frequency-Based Operators. 577 20.6 Gradient-Domain Operators. 579 20.7 Spatial Operators.580 20.8 Division.582 20.9 Sigmoids. 583 20.10 Other Approaches . 588 20.11 Night Tonemapping . 591 20.12
Discussion. 592 21 Implicit Modeling 595 Brian Wyvill 21.1 Implicit Functions, Skeletal Primitives, and Summation Blending. 596 21.2 Rendering.604 21.3 Space Partitioning . 605 21.4 More on Blending .611 21.5 Constructive Solid Geometry. 612 21.6 Warping.614 21.7 Precise Contact Modeling. 616 21.8 TheBlobTree. 618 21.9 Interactive Implicit Modeling Systems. 620 22 Computer Graphics in Games 623 Naty Hoffman 22.1 Platforms. 623 22.2 Limited Resources. 626 22.3 Optimization Techniques. 629 22.4 Game Types . 630 22.5 The Game
ProductionProcess. 633 23 Visualization 645 Tamara Munzner 23.1 Background. 647
Contents X 23.2 23.3 23.4 23.5 23.6 23.7 23.8 Data Types. 648 Human-Centered Design Process .650 Visual Encoding Principles. 652 Interaction Principles. 660 Composite and Adjacent Views . 661 Data Reduction. 667 Examples. 672 References θθ1 Index θθθ |
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discipline | Informatik |
discipline_str_mv | Informatik |
edition | Fifth edition, international student edition |
format | Book |
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index_date | 2024-07-03T21:36:09Z |
indexdate | 2024-07-10T09:47:18Z |
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isbn | 9781032122861 9780367505035 |
language | English |
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publisher | CRC Press, Taylor & Francis Group |
record_format | marc |
spelling | Marschner, Steve 1971- Verfasser (DE-588)14375890X aut Fundamentals of computer graphics Steve Marschner, Peter Shirley ; with Michael Ashikhmin [und 8 weiteren] Fifth edition, international student edition Boca Raton ; London ; New York CRC Press, Taylor & Francis Group 2022 xv, 700 Seiten Illustrationen, Diagramme 235 mm txt rdacontent n rdamedia nc rdacarrier Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fifth 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 Fifth Edition Include: Major updates and improvements to numerous chapters, including shading, ray tracing, physics-based rendering, math and samplingUpdated coverage of existing topicsSeveral chapters have been absorbed and reworked to create a more natural flow to the bookThe fifth 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 animation, visual effects, games, visualization, advertising, and other applications bisacsh / COMPUTERS / Programming / Games Mathematik (DE-588)4037944-9 gnd rswk-swf Computergrafik (DE-588)4010450-3 gnd rswk-swf (DE-588)4123623-3 Lehrbuch gnd-content Computergrafik (DE-588)4010450-3 s DE-604 Mathematik (DE-588)4037944-9 s Shirley, Peter 1963- Verfasser (DE-588)13333080X aut Digitalisierung UB Bamberg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034100269&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Marschner, Steve 1971- Shirley, Peter 1963- Fundamentals of computer graphics bisacsh / COMPUTERS / Programming / Games Mathematik (DE-588)4037944-9 gnd Computergrafik (DE-588)4010450-3 gnd |
subject_GND | (DE-588)4037944-9 (DE-588)4010450-3 (DE-588)4123623-3 |
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 Steve Marschner, Peter Shirley ; with Michael Ashikhmin [und 8 weiteren] |
title_fullStr | Fundamentals of computer graphics Steve Marschner, Peter Shirley ; with Michael Ashikhmin [und 8 weiteren] |
title_full_unstemmed | Fundamentals of computer graphics Steve Marschner, Peter Shirley ; with Michael Ashikhmin [und 8 weiteren] |
title_short | Fundamentals of computer graphics |
title_sort | fundamentals of computer graphics |
topic | bisacsh / COMPUTERS / Programming / Games Mathematik (DE-588)4037944-9 gnd Computergrafik (DE-588)4010450-3 gnd |
topic_facet | bisacsh / COMPUTERS / Programming / Games Mathematik Computergrafik Lehrbuch |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034100269&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT marschnersteve fundamentalsofcomputergraphics AT shirleypeter fundamentalsofcomputergraphics |