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计算机图形学习题与解答  英文版
  • 作 者:(美)ZhigangXiang,(美)RoyPlastock著
  • 出 版 社:北京:机械工业出版社
  • 出版年份:2002
  • ISBN:711110417X
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CHAPTER 1 INTRODUCTION 1

1.1 A Mini-survey 1

1.2 What's Ahead 5

CHAPTER 2 IMAGE REPRESENTATION 6

2.1 The RGB Color Model 7

2.2 Direct Coding 8

2.3 Lookup Table 9

2.4 Display Monitor 9

2.5 Printer 11

2.6 Image Files 14

2.7 Setting the Color Attribute of Pixels 15

2.8 Example:Visualizing the Mandelbrot Set 16

CHAPTER 3 SCAN CONVERSION 25

3.1 Scan-Converting a Point 25

3.2 Scan-Converting a Line 26

3.3 Scan-Converting a Circle 29

3.4 Scan-Converting an Ellipse 35

3.5 Scan-Converting Arcs and Sectors 40

3.6 Scan-Converting a Rectangle 41

3.7 Region Filling 42

3.8 Scan-Converting a Character 45

3.9 Anti-Aliasing 47

3.10 Example:Recursively Defined Drawings 51

4.1 Geometric Transformations 68

CHAPTER 4 TWO-DIMENSIONAL TRANSFORMATIONS 68

4.2 Coordinate Transformations 71

4.3 Composite Transformations 73

4.4 Instance Transformations 76

CHAPTER 5 TWO-DIMENSIONAL VIEWING AND CLIPPING 89

5.1 Window-to-Viewport Mapping 90

5.2 Point Clipping 91

5.3 Line Clipping 91

5.4 Polygon Clipping 96

5.5 Example:A 2D Graphics Pipeline 99

6.1 Geometric Transformations 114

CHAPTER 6 THREE-DIMENSIONAL TRANSFORMATIONS 114

6.2 Coordinate Transformations 117

6.3 Composite Transformations 117

6.4 Instance Transformations 118

CHAPTER 7 MATHEMATICS OF PROJECTION 128

7.1 Taxonomy of Projection 129

7.2 Perspective Projection 129

7.3 Parallel Projection 132

CHAPTER 8 THREE-DIMENSIONAL VIEWING AND CLIPPING 151

8.1 Three-Dimensional Viewing 151

8.2 Clipping 155

8.3 Viewing Transformation 158

8.4 Example:A 3D Graphics Pipeline 159

CHAPTER 9 GEOMETRIC REPRESENTATION 174

9.1 Simple Geometric Forms 174

9.2 Wireframe Models 175

9.3 Curved Surfaces 176

9.4 Curve Design 176

9.5 Polynomial Basis Functions 177

9.6 The Problem of Interpolation 179

9.7 The Problem of Approximation 181

9.8 Curved-Surface Design 184

9.9 Transforming Curves and Surfaces 186

9.10 Quadric Surfaces 186

9.11 Example:Terrain Generation 189

CHAPTER 10 HIDDEN SURFACES 197

10.1 Depth Comparisons 197

10.2 Z-Buffer Algorithm 199

10.3 Back-Face Removal 200

10.4 The Painter's Algorithm 200

10.5 Scan-Line Algorithm 203

10.6 Subdivision Algorithm 207

10.7 Hidden-Line Elimination 209

10.8 The Rendering of Mathematical Surfaces 209

CHAPTER 11 COLOR AND SHADING MODELS 229

11.1 Light and Color 229

11.2 The Phong Model 234

11.3 Interpolative Shading Methods 236

11.4 Texture 239

CHAPTER 12 RAY TRACING 251

12.1 The Pinhole Camera 251

12.2 A Recursive Ray-Tracer 252

12.3 Parametric Vector Representation of a Ray 253

12.4 Ray-Surface Intersection 256

12.5 Execution Efficiency 258

12.6 Anti-Aliasing 260

12.7 Additional Visual Effects 261

A1.1 The Two-Dimensional Cartesian Coordinate System 273

Appendix 1 MATHEMATICS FOR TWO-DIMENSIONAL COMPUTER GRAPHICS 273

A1.2 The Polar Coordinate System 277

A1.3 Vectors 278

A1.4 Matrices 281

A1.5 Functions and Transformations 283

Appendix 2 MATHEMATICS FOR THREE-DIMENSIONAL COMPUTER GRAPHICS 298

A2.1 Three-Dimensional Cartesian Coordinates 298

A2.2 Curves and Surfaces in Three Dimensions 300

A2.3 Vectors in Three Dimensions 303

A2.4 Homogeneous Coordinates 307

ANSWERS TO SUPPLEMENTARY PROBLEMS 321

INDEX 342

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