出版时间:2008-5 出版社:机械工业出版社 作者:坎宁安 页数:532
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内容概要
本书系统地介绍了交互式计算机图形学的基础知识和OpenGL图形接口,并通过大量的实例来帮助读者理解OpenGL提供的功能。OperiGL作为一个性能优越的图形应用程序设计接口(API),适用于广泛的计算机环境,它已成为目前的三维图形开发标准,是从事三维图形开发工作的技术人员所必须掌握的开发工具。 本书将算法与应用结合起来,不过分强调计算机图形学领域内的算法与技术细节,也不专注于图像生成应用,而是将图形学视为对图像内容中的几何、外观和表示等属性编程并将编程结果展示在图形输出与交互设备上来生成合成图像的一种科学与艺术。 本书按照计算机图形学的传统顺序——投影处理、视图变换、建模、绘制、光照.明暗处理等来组织内容,并将这些要素都纳入场景图之中。同时,还强调了图形处理流水线。除了基本的图像处理技术,本书还介绍了如何利用计算机图形学来解决实际问题,以及如何更有效地将结果展示给观察者的方法。
作者简介
Steve Cunningham美国加州大学斯坦尼斯洛斯分校计算机系资深教授,长期从事计算机图形学教学和研究工作。他对计算机图形学理论和OperIGL编程均有很深的造诣,曾经担任ACM SIGGRAPH学会的主席和Eurographics学会教育委员会的主任,多次组织计算机图形学和可视化教学研讨会
书籍目录
PrefaceChapter 0: Getting Started Visual Communication and Computer Graphics General Concepts in Visual Communication Use Appropriate Representation for Your Information Keep Your Images Focused Use Appropriate Presentation Levels for Your Information Use Appropriate Forms for Your Information Be Very Careful to be Accurate with Your Display Understand and Respect the Cultural Context of Your Audience Make Your Interactions Reflect Familiar and Comfortable Relationships Between Action and Effect 3D Geometry and the Geometry Pipeline The Scene and the View 3D Model Coordinate Systems 3D World Coordinate System 3D Eye Coordinate System Projections Clipping Choosing Perspective or Orthographic Projections 2D Eye Coordinates 2D Screen Coordinates Appearance Color Textures Depth Buffering The Viewing Process Different Implementation, Same Result Graphics Cards A Basic OpenGL Program The Structure of the Mai n O Function on OpenGL Model Space Modeling Transformation 3D World Space Viewing Transformation 3D Eye Space Projections 2D Eye Space 2D Screen Space The Science in the Program Appearance Another Way to See the Program OpenGL Extensions Summary OpenGL Glossary for the Chapter Questions Exercises Experiments Chapter 1: Viewing and Projection Introduction Fundamental Model of Viewing Definitions Setting Up the Viewing Environment Defining the Projection View Volumes The Orthographic Projection The Perspective Projection Calculating the Perspective Projection Clipping on the View Volume Defining the Window and Viewport Some Aspects of Managing the View Hidden Surfaces Double Buffering Stereo Viewing Viewing and Visual Communication Implementation of Viewing and Proiection in OpenGL Defining a Window and Viewport Reshaping the Window Defining a Viewing Environment Defining a Perspective Projection ……Chapter 2: Principles of ModelingChapter 3: Implementing Modeling in OpenGL Chapter 4: Mathematics for Modeling ChaDter 5: Color and BlendingChapter 6: Lighting and Shading Chapter 7: Events and Interactive ProgrammingChapter 8: Texture MappingChapter 9: Graphical Problem Solving in ScienceChapter 10: Rendering and the Rendering Pipeline Chapter 11: Dynamics and AnimationChapter 12: High-Performance Graphics Techniques Chapter 13: Interpolation and Spline Modeling ChaDter 14: Nonpolygon GraphicsChapter 15: HardcopyReferences and ResourcesAppendixIndex
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