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交互式计算机图形学:基于OpenGL的自顶向下方法(第5版)(英文版) |
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交互式计算机图形学:基于OpenGL的自顶向下方法(第5版)(英文版) |
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基本信息·出版社:电子工业出版社
·页码:828 页
·出版日期:2008年09月
·ISBN:7121072378/9787121072376
·条形码:9787121072376
·版本:第1版
·装帧:平装
·开本:16
·正文语种:英语
·丛书名:国外计算机科学教材系列
·外文书名:Interactive Computer Graphics A Top-Down Approach Using OpenGL,Fifth Edition
内容简介 在广泛结合OpenGL并注重图形应用编程的基础上,《交互式计算机图形学——基于OpenGL的自顶向下方法》向读者介绍了计算机图形学的核心概念。书中代码采用C和C++语言,并使用了自顶向下和面向编程的方法,使读者能够迅速地创建自己的三维图形。在结构安排上,《交互式计算机图形学——基于OpenGL的自顶向下方法》在读者学会了编写交互式图形程序之后再介绍底层的算法,如线段的绘制以及多边形填充等算法。
《交互式计算机图形学——基于OpenGL的自顶向下方法》覆盖了计算机图形学基础课程中的所有主题,包括光与材质的相互作用、明暗绘制、建模、曲线和曲面、反走样、光栅化、纹理映射和图像合成等内容。
编辑推荐 《交互式计算机图形学——基于OpenGL的自顶向下方法》可作为计算机及相关专业本科生和研究生的计算机图形学教材,也适合作为相关程序员、工程技术人员及科研人员的参考书。
目录 CHAPTER1 GRAPHICS SYSTEMS AND MODELS
1.1 Applications of Computer Graphics
1.1.1 Display of Information
1.1.2 Design
1.1.3 Simulation and Animation
1.1.4 User Interfaces
1.2 A Graphics System
1.2.1 Pixels and the Frame Buffer
1.2.2 Output Devices
1.2.3 Input Devices
1.3 Images: Physical and Synthetic
1.3.1 Objects and Viewers
1.3.2 Light and Images
1.3.3 Image Formation Models
1.4 Imaging Systems
1.4.1 The Pinhole Camera
1.4.2 The Human Visual System
1.5 The Synthetic-Camera Model
1.6 The Programmer's Interface
1.6.1 The Pen-Plotter Model
1.6.2 Three-Dimensional APIs
1.6.3 A Sequence of Images
1.6.4 The Modeling-Rendering Paradigm
1.7 Graphics Architectures
1.7.1 Display Processors
1.7.2 Pipeline Architectures
1.7.3 The Graphics Pipeline
1.7.4 Vertex Processing
1.7.5 Clipping and Primitive Assembly
1.7.6 Rasterization
1.7.7 Fragment Processing
1.8 Programmable Pipelines
1.9 Performance Characteristics
Summary and Notes
Suggested Readings
Exercises
CHAPTER2 GRAPHICS PROGRAMMING
2.1 The Sierpinski Gasket
2.2 Programming Two-Dimensional Applications
2.2.1 Coordinate Systems
2.3 The OpenGL API
2.3.1 Graphics Functions
2.3.2 The Graphics Pipeline and State Machines
2.3.3 The OpenGL Interface
2.4 Primitives and Attributes
2.4.1 Polygon Basics
2.4.2 Polygon Types in OpenGL
2,4.3 Approximatin9 a Sphere
2.4.4 Text
2.4.5 Curved Objects
2.4.6 Attributes
2.5 Color
2.5.1 RGB Color
2.5.2 Indexed Color
2.5.3 Setting of Color Attributes
2.6 Viewing
2.6.1 The Orthographic View
2.6.2 Two-Dimensional Viewing
2.6.3 Matrix Modes
2.7 Control Functions
2.7.1 Interaction with the Window System
2.7.2 Aspect Ratio and Viewports
2.7.3 The main, display, and myinit Functions
2.7.4 Program Structure
2.8 The Gasket Program
2.9 Polygons and Recursion
2.1 0 The Three.Dimensional Gasket
2.1 O.1 Use of Three Dimensional Points
2.1 0.2 Use Of Polygons in Three Dimensions
2.10.3 Hidden—Surface Removal
2.1 1 Plotting Implicit Functions
2.1 1.1 Marching Squares
Summary and Notes
Suggested Readings
Exercises
CHAPTER3 INPUT AND INTERACTION
3.1 Interaction
3.2 Input Devices
3.2.1 Physical Input Devices
3.2.2 Logical Devices
3.2 3 Input Modes
3.3 Clients and Servers
3.4 Display Lists
3.4.1 Definition and Execution of Display Lists
3.4.2 Text and Display Lists
3.4.3 Fonts in GLUT
3.5 Display Lists and Modeling
3.6 Programming Event Driven Input
3.6.1 Using the Pointing Device
3.6.2 Window Events
3.6.3 Keyboard Events
3.6.4 The Display and Idle Callbacks
3.6.S Window Management
3.7 Menus
3.8 Picking
3.8.1 Picking and Selection Mode
3.9 A Simple CAD Program
3.10 Building Interactive Models
3.11 Animating Interactive Programs
3.11.1 The Rotating Square
3.11.2 Double Buffering
3.11.3 Using a Timer
3.12 Design of Interactive Programs
3.12.1 Toolkits.Widgets.and the Frame Buffer
3.13 Logic Operations
3.13.1 Drawing Erasable Lines
3.13.2 XOR and Color
3.13.3 Cursors and Overlay Planes
Summary and Notes
Suggested Readings
Exercises
CHAPTER4 GEOMTRIC OBJECTS AND TRANSFORMATIONS
4.1 Scalars,Points.and Vectors
4.1.1 Geometric Objects
4.1.2 Coordinate.Free Geometry
4.1.3 The Mathematical View:Vector and Affine Spaces
4.1.4 The Computer Science View
4.1.5 GeometricADTs
4.1.6 Lines
4.1.7 Affjne Sums
4.1.8 Convexity
4.1.9 Dot and Cross Products
4.2 Three-DimensionaI Primitives
4.3 Coordinate Systems and Frames
4.3.1 Representations and N.Tuples
4.3.2 Change of Coordinate Systems
4.3.3 Example Change of Representation
4.3.4 Homogeneous Coordinates
4.3.5 Example Change in Frames
4.3.6 Working with Representations
4.4 Frames in 0penGL
4.5 Modeling a Colored Cube
4.5.1 Modeling the Faces
4.5.2 Inward-and Outward.Pointing Faces
4.5.3 Data Structures for Object Representation
4.5.4 The Color Cube
4.5.5 Bilinear Interpolation
4.5.6 Vertex Arrays
4.6 Affine Transformations
4.7 Translation,Rotation-and Scaling
4.7.1 Translation
4.7.2 Rotation
CHAPTER 5 VIEWING
CHAPTER 6 LIGHTING AND SHADING
CHAPTER 7 FROM VERTICES TO FRAGMENTS
CHAPTER 8 DISCRETE TECHNIQUES
CHAPTER 9 PROGRAMMABLE SHADERS
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序言 Tthis book is an introduction to computer graphics, with an emphasis on appli-cations vrogramming. In the first edition, which was published in 1997, I notedthat in the seven years since my previous graphics text, me nelo nan expenenceo enor-mous growthma rate of growth that exceeded most people's expectations, includingmy own. In the 11 years (and four editions) since, we have seen even more changes.Feature-length computer-animated movies have proved to be commercial and artis-tic successes. The use of computer effects in movies is standard, and it is often almostimpossible to distinguish live action from computer-generated effects. Recent hard-ware has blurred the distinction between computers and game boxes. Programmablegraphics processors provide a level of flexibility in commodity systems that was notavailable in even the most expensive workstations just a few years ago.
Not only have graphics capabilities increased, but costs have been reduced forboth high- and low-end workstations. Within the last few years, the cost of a graph-ics system that can generate over 100 million three-dimensional polygons per secondwith lighting and texture mapping has gone from over $100,000 to less than $1000.The availability of commodity graphics boards for personal computers has been espe-cially significant. These boards provide support for sophisticated three-dimensionalapplications, starting at about $100. On the software side, OpenGL remains the stan-dard programmer's interface both for writing application programs and developinghigh-level products for muhiplatform applications. OpenGL supports applicationsranin from hrge scientific visualizations to cell phone games.
A Top-Down ApproachThese recent advances and the success of the first four editions continue to reinforcemy belief in a top-down, programming-oriented approach to introductory computergraphics. Although many computer science and engineering departments now sup-port more than one course in the subject, most students will take only a single course.Such a course is placed in the curriculum after students have already studied pro-gramming, data structures, algorithms, software engineering, and basic mathematics.A class in computer graphics allows the instructor to build on these topics in a waythat can be both informative and fun. I want these students to be programming three-dimensional applications as soon as possible. Low-level algorithms, such as those thatdraw lines or fill polygons, can be dealt with later, after students are creating graphics.
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