出版時間:2008-5 出版社:機械工業(yè)出版社 作者:坎寧安 頁數(shù):532
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內(nèi)容概要
本書系統(tǒng)地介紹了交互式計算機圖形學(xué)的基礎(chǔ)知識和OpenGL圖形接口,并通過大量的實例來幫助讀者理解OpenGL提供的功能。OperiGL作為一個性能優(yōu)越的圖形應(yīng)用程序設(shè)計接口(API),適用于廣泛的計算機環(huán)境,它已成為目前的三維圖形開發(fā)標(biāo)準(zhǔn),是從事三維圖形開發(fā)工作的技術(shù)人員所必須掌握的開發(fā)工具。 本書將算法與應(yīng)用結(jié)合起來,不過分強調(diào)計算機圖形學(xué)領(lǐng)域內(nèi)的算法與技術(shù)細(xì)節(jié),也不專注于圖像生成應(yīng)用,而是將圖形學(xué)視為對圖像內(nèi)容中的幾何、外觀和表示等屬性編程并將編程結(jié)果展示在圖形輸出與交互設(shè)備上來生成合成圖像的一種科學(xué)與藝術(shù)。 本書按照計算機圖形學(xué)的傳統(tǒng)順序——投影處理、視圖變換、建模、繪制、光照.明暗處理等來組織內(nèi)容,并將這些要素都納入場景圖之中。同時,還強調(diào)了圖形處理流水線。除了基本的圖像處理技術(shù),本書還介紹了如何利用計算機圖形學(xué)來解決實際問題,以及如何更有效地將結(jié)果展示給觀察者的方法。
作者簡介
Steve Cunningham美國加州大學(xué)斯坦尼斯洛斯分校計算機系資深教授,長期從事計算機圖形學(xué)教學(xué)和研究工作。他對計算機圖形學(xué)理論和OperIGL編程均有很深的造詣,曾經(jīng)擔(dān)任ACM SIGGRAPH學(xué)會的主席和Eurographics學(xué)會教育委員會的主任,多次組織計算機圖形學(xué)和可視化教學(xué)研討會
書籍目錄
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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