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INTRODUCTION TO COMPUTER GRAPHICS2025|PDF|Epub|mobi|kindle电子书版本百度云盘下载
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- JAMES D.FOLEY 著
- 出版社: ADDISON-WESLEY PUBLISHING COMPANY
- ISBN:0201609215
- 出版时间:1994
- 标注页数:559页
- 文件大小:245MB
- 文件页数:585页
- 主题词:
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图书目录
1 Introducing: Computer Graphics1
1.1 A Few Uses of Computer Graphics1
1.2 A Brief History of Computer Graphics6
1.2.1 Output Technology8
1.2.2 Input Technology11
1.2.3 Software Portability and Graphics Standards12
1.3 The Advantages of Interactive Graphics14
1.4 Conceptual Framework for Interactive Graphics15
1.4.1 Application Modeling16
1.4.2 Display of the Model16
1.4.3 Interaction Handling17
SUMMARY18
Exercises19
2 Programming in the Simple Raster Graphics Package (SRGP)21
2.1 Drawing with SRGP22
2.1.1 Specification of Graphics Primitives22
2.1.2 Attributes27
2.1.3 Filled Primitives and Their Attributes29
2.1.4 Saving and Restoring Attributes33
2.1.5 Text33
2.2 Basic Interaction Handling36
2.2.1 Human Factors36
2.2.2 Logical Input Devices37
2.2.3 Sampling Versus Event-Driven Processing38
2.2.4 Sample Mode40
2.2.5 Event Mode41
2.2.6 Pick Correlation for Interaction Handling45
2.2.7 Setting Device Measure and Attributes47
2.3 Raster Graphics Features49
2.3.1 Canvases49
2.3.2 Clipping Rectangles52
2.3.3 The SRGP copyPixel Operation52
2.3.4 Write Mode or RasterOp54
2.4 Limitations of SRGP58
2.4.1 Application Coordinate Systems58
2.4.2 Storage of Primitives for Respecification59
SUMMARY61
Exercises62
Programming Projects63
3 Basic Raster Graphics Algorithms for Drawing 2D Primitives65
3.1 Overview66
3.1.1 Implications of Display-System Architecture66
3.1.2 The Output Pipeline in Software69
3.2 Scan Converting Lines70
3.2.1 The Basic Incremental Algorithm71
3.2.2 Midpoint Line Algorithm73
3.2.3 Additional Issues77
3.3 Scan Converting Circles80
3.3.1 Eight-Way Symmetry80
3.3.2 Midpoint Circle Algorithm81
3.4 Filling Rectangles85
3.5 Filling Polygons87
3.5.1 Horizontal Edges89
3.5.2 Slivers90
3.5.3 Edge Coherence and the Scan-Line Algorithm90
3.6 Pattern Filling94
3.6.1 Pattern Filling Using Scan Conversion94
3.6.2 Pattern Filling Without Repeated Scan Conversion95
3.7 Thick Primitives97
3.7.1 Replicating Pixels98
3.7.2 The Moving Pen99
3.8 Clipping in a Raster World100
3.9 Clipping Lines101
3.9.1 Clipping Endpoints102
3.9.2 Clipping Lines by Solving Simultaneous Equations102
3.9.3 The Cohen-Sutherland Line-Clipping Algorithm103
3.9.4 A Parametric Line-Clipping Algorithm107
3.10 Clipping Circles111
3.11 Clipping Polygons112
3.11.1 The Sutherland-Hodgman Polygon-Clipping Algorithm112
3.12 Generating Characters116
3.12.1 Defining and Clipping Characters116
3.12.2 Implementing a Text Output Primitive117
3.13 SRGP copyPixel119
3.14 Antialiasing119
3.14.1 Increasing Resolution119
3.14.2 Unweighted Area Sampling120
3.14.3 Weighted Area Sampling122
3.15 Advanced Topics125
SUMMARY126
Exercises126
4 Graphics Hardware129
4.1 Hardcopy Technologies130
4.2 Display Technologies135
4.3 Raster-scan Display Systems141
4.3.1 Simple Raster Display System142
4.3.2 Raster Display System with Peripheral Display Processor145
4.3.3 Additional Display-Processor Functionality148
4.3.4 Raster Display System with Integrated Display Processor150
4.4 The Video Controller151
4.4.1 Video Mixing152
4.5 Input Devices for Operator Interaction153
4.5.1 Locator Devices153
4.5.2 Keyboard Devices156
4.5.3 Valuator Devices156
4.5.4 Choice Devices157
4.6 Image Scanners157
Exercises158
5 Geometrical Transformations161
5.1 Mathematical Preliminaries161
5.1.1 Vectors and Their Properties162
5.1.2 The Vector Dot Product164
5.1.3 Properties of the Dot Product164
5.1.4 Matrices165
5.1.5 Matrix Multiplication165
5.1.6 Determinants166
5.1.7 Matrix Transpose166
5.1.8 Matrix Inverse167
5.2 2D Transformations168
5.3 Homogeneous Coordinates and Matrix Representation of 2D Transformations170
5.4 Composition of 2D Transformations175
5.5 The Window-to-Viewport Transformation177
5.6 Efficiency179
5.7 Matrix Representation of 3D Transformations180
5.8 Composition of 3D Transformations183
5.9 Transformations as a Change in Coordinate System187
Exercises191
6 Viewing in 3D193
6.1 The Synthetic Camera and Steps In 3D Viewing193
6.2 Projections195
6.2.1 Perspective Projections197
6.2.2 Parallel Projections198
6.3 Specification of an Arbitrary 3D View201
6.4 Examples of 3D Viewing206
6.4.1 Perspective Projections207
6.4.2 Parallel Projections211
6.4.3 Finite View Volumes212
6.5 The Mathematics of Planar Geometric Projections213
6.6 Implementation of Planar Geometric Projections216
6.6.1 The Parallel Projection Case217
6.6.2 The Perspective Projection Case222
6.6.3 Clipping Against a Canonical View Volume in 3D227
6.6.4 Clipping in Homogeneous Coordinates229
6.6.5 Mapping into a Viewport231
6.6.6 Implementation Summary233
6.7 Coordinate Systems234
Exercises235
7 Object Hierarchy and Simple PHIGS (SPHIGS)239
7.1 Geometric Modeling240
7.1.1 Geometric Models242
7.1.2 Hierarchy in Geometric Models243
7.1.3 Relationship Among Model, Application Program, and Graphics System245
7.2 Characteristics of Retained-Mode Graphics Packages247
7.2.1 Central Structure Storage and Its Advantages247
7.2.2 Limitations of Retained-Mode Packages248
7.3 Defining and Displaying Structures249
7.3.1 Opening and Closing Structures249
7.3.2 Specifying Output Primitives and Their Attributes250
7.3.3 Posting Structures for Display Traversal253
7.3.4 Viewing253
7.3.5 Graphics Applications Sharing a Screen via Window Management256
7.4 Modeling Transformations257
7.5 Hierarchical Structure Networks262
7.5.1 Two-Level Hierarchy262
7.5.2 Simple Three-Level Hierarchy263
7.5.3 Bottom-Up Construction of the Robot265
7.5.4 Interactive Modeling Programs268
7.6 Matrix Composition in Display Traversal269
7.7 Appearance-Attribute Handling in Hierarchy273
7.7.1 Inheritance Rules273
7.7.2 SPHIGS Attributes and Text Unaffected by Transformations275
7.8 Screen Updating and Rendering Modes276
7.9 Structure Network Editing for Dynamic Effects277
7.9.1 Accessing Elements with Indices and Labels278
7.9.2 Intrastructure Editing Operations278
7.9.3 Instance Blocks for Editing Convenience279
7.9.4 Controlling Automatic Regeneration of the Screen Image281
7.10 Interaction282
7.10.1 Locator282
7.10.2 Pick Correlation282
7.11 Advanced Issues289
7.11.1 Additional Output Features289
7.11.2 Implementation Issues290
7.11.3 Optimizing Display of Hierarchical Models292
7.11.4 Limitations of Hierarchical Modeling in PHIGS292
7.11.5 Alternative Forms of Hierarchical Modeling293
7.11.6 Other (Industry) Standards293
SUMMARY294
Exercises295
8 Input Devices, Interaction Techniques, and Interaction Tasks297
8.1 Interaction Hardware298
8.1.1 Locator Devices299
8.1.2 Keyboard Devices300
8.1.3 Valuator Devices300
8.1.4 Choice Devices301
8.1.5 Other Devices301
8.1.6 3D Interaction Devices301
8.2 Basic Interaction Tasks304
8.2.1 The Position Interaction Task304
8.2.2 The Select Interaction Task—Variable-Sized Set of Choices305
8.2.3 The Select Interaction Task—Relatively Fixed-Sized Choice Set308
8.2.4 The Text Interaction Task311
8.2.5 The Quantify Interaction Task311
8.2.6 3D Interaction Tasks312
8.3 Composite Interaction Tasks314
8.3.1 Dialogue Boxes315
8.3.2 Construction Techniques315
8.3.3 Dynamic Manipulation316
8.4 Interaction-Technique Toolkits318
SUMMARY319
Exercises319
9 Representation of Curves and Surfaces321
9.1 Polygon Meshes323
9.1.1 Representing Polygon Meshes323
9.1.2 Plane Equations325
9.2 Parametric Cubic Curves328
9.2.1 Basic Characteristics329
9.2.2 Hermite Curves332
9.2.3 Bézier Curves336
9.2.4 Uniform Nonrational B-Splines342
9.2.5 Nonuniform, Nonrational B-Splines345
9.2.6 Nonuniform, Rational Cubic Polynomial Curve Segments348
9.2.7 Fitting Curves to Digitized Points348
9.2.8 Comparison of the Cubic Curves349
9.3 Parametric Bicubic Surfaces351
9.3.1 Hermite Surfaces351
9.3.2 Bézier Surfaces353
9.3.3 B-Spline Surfaces354
9.3.4 Normals to Surfaces354
9.3.5 Displaying Bicubic Surfaces355
9.4 Quadric Surfaces357
9.5 Specialized Modeling Techniques358
9.5.1 Fractal Models358
9.5.2 Grammar-Based Models363
SUMMARY366
Exercises367
10 Solid Modeling369
10.1 Representing Solids370
10.2 Regularized Boolean Set Operations371
10.3 Primitive Instancing375
10.4 Sweep Representations376
10.5 Boundary Representations377
10.5.1 Polyhedra and Euler’s Formula378
10.5.2 Boolean Set Operations380
10.6 Spatial-Partitioning Representations381
10.6.1 Cell Decomposition381
10.6.2 Spatial-Occupancy Enumeration382
10.6.3 Octrees383
10.6.4 Binary Space-Partitioning Trees386
10.7 Constructive Solid Geometry388
10.8 Comparison of Representations390
10.9 User Interfaces for Solid Modeling392
SUMMARY392
Exercises393
11 Achromatic and Colored Light395
11.1 Achromatic Light395
11.1.1 Selection of Intensities396
11.1.2 Halftone Approximation399
11.2 Chromatic Color402
11.2.1 Psychophysics403
11.2.2 The CIE Chromaticity Diagram406
11.3 Color Models for Raster Graphics410
11.3.1 The RGB Color Model410
11.3.2 The CMY Color Model411
11.3.3 The YIQ Color Model412
11.3.4 The HSV Color Model413
11.3.5 Interactive Specification of Color417
11.3.6 Interpolation in Color Space418
11.4 Use of Color in Computer Graphics418
SUMMARY421
Exercises421
12 The Quest for Visual Realism423
12.1 Why Realism?424
12.2 Fundamental Difficulties425
12.3 Rendering Techniques for Line Drawings427
12.3.1 Multiple Orthographic Views427
12.3.2 Perspective Projections428
12.3.3 Depth Cueing428
12.3.4 Depth Clipping429
12.3.5 Texture429
12.3.6 Color429
12.3.7 Visible-Line Determination429
12.4 Rendering Techniques for Shaded Images430
12.4.1 Visible-Surface Determination430
12.4.2 Illumination and Shading430
12.4.3 Interpolated Shading431
12.4.4 Material Properties431
12.4.5 Modeling Curved Surfaces432
12.4.6 Improved Illumination and Shading432
12.4.7 Texture432
12.4.8 Shadows432
12.4.9 Transparency and Reflection432
12.4.10 Improved Camera Models433
12.5 Improved Object Models433
12.6 Dynamics and Animation434
12.6.1 The Value of Motion434
12.6.2 Animation434
12.7 Stereopsis437
12.8 Improved Displays438
12.9 Interacting with Our Other Senses438
SUMMARY439
Exercises440
13 Visible-Surface Determination441
13.1 Techniques for Efficient Visible-Surface Algorithms443
13.1.1 Coherence443
13.1.2 The Perspective Transformation444
13.1.3 Extents and Bounding Volumes446
13.1.4 Back-Face Culling448
13.1.5 Spatial Partitioning449
13.1.6 Hierarchy450
13.2 The z-Buffer Algorithm451
13.3 Scan-Line Algorithms454
13.4 Visible-Surface Ray Tracing459
13.4.1 Computing Intersections460
13.4.2 Efficiency Considerations for Visible-Surface Ray Tracing462
13.5 Other Approaches465
13.5.1 List-Priority Algorithms465
13.5.2 Area-Subdivision Algorithms468
13.5.3 Algorithms for Curved Surfaces471
SUMMARY473
Exercises474
14 Illumination and Shading477
14.1 Illumination Models478
14.1.1 Ambient Light478
14.1.2 Diffuse Reflection479
14.1.3 Atmospheric Attenuation483
14.1.4 Specular Reflection484
14.1.5 Improving the Point-Light-Source Model487
14.1.6 Multiple Light Sources488
14.1.7 Physically Based illumination Models489
14.2 Shading Models for Polygons491
14.2.1 Constant Shading492
14.2.2 Interpolated Shading492
14.2.3 Polygon Mesh Shading493
14.2.4 Gouraud Shading494
14.2.5 Phong Shading495
14.2.6 Problems with Interpolated Shading496
14.3 Surface Detail498
14.3.1 Surface-Detail Polygons498
14.3.2 Texture Mapping498
14.3.3 Bump Mapping500
14.3.4 Other Approaches501
14.4 Shadows501
14.4.1 Scan-Line Generation of Shadows502
14.4.2 Shadow Volumes503
14.5 Transparency505
14.5.1 Non refractive Transparency505
14.5.2 Refractive Transparency507
14.6 Global Illumination Algorithms509
14.7 Recursive Ray Tracing510
14.8 Radiosity Methods514
14.8.1 The Radiosity Equation515
14.8.2 Computing Form Factors517
14.8.3 Progressive Refinement519
14.9 The Rendering Pipeline521
14.9.1 Local Illumination Pipelines521
14.9.2 Global Illumination Pipelines523
14.9.3 Progressive Refinement524
SUMMARY525
Exercises525
Bibliography527
Index545
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