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Fundamentals of Computer Graphics

โœ Scribed by Peter Shirley, Michael Ashikhmin, Michael Gleicher, Stephen R. Marschner, Erik Reinhard, Kelvin Sung, William B. Thompson, Peter Willemsen


Publisher
A K Peters
Year
2005
Tongue
English
Leaves
652
Edition
2
Category
Library

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โœฆ Synopsis


The second edition of this widely adopted text includes a wealth of new material, with new chapters on Signal Processing (Marschner), Using Graphics Hardware (Willemsen), Building Interactive Graphics Applications (Sung), Perception (Thompson), Curves (Gleicher), Computer Animation (Ashikhmin), and Tone Reproduction (Reinhard). Maintaining the strengths of the first edition, the authors present the mathematical foundations of computer graphics with a focus on geometric intuition, allowing the programmer to understand and apply those foundations to the development of efficient code.

โœฆ Table of Contents


Content: Cover
Half Title
Title Page
Copyright Page
Table of Contents
Preface
1: Introduction
1.1 Graphics Areas
1.2 Major Applications
1.3 Graphics APIs
1.4 3D Geometric Models
1.5 Graphics Pipeline
1.6 Numerical Issues
1.7 Efficiency
1.8 Software Engineering
2: Miscellaneous Math
2.1 Sets and Mappings
2.2 Solving Quadratic Equations
2.3 Trigonometry
2.4 Vectors
2.5 2D Implicit Curves
2.6 2D Parametric Curves
2.7 3D Implicit Surfaces
2.8 3D Parametric Curves
2.9 3D Parametric Surfaces
2.10 Linear Interpolation
2.11 Triangles
3: Raster Algorithms
3.1 Raster Displays. 3.2 Monitor Intensities and Gamma3.3 RGB Color
3.4 The Alpha Channel
3.5 Line Drawing
3.6 Triangle Rasterization
3.7 Simple Antialiasing
3.8 Image Capture and Storage
4: Signal Processing
4.1 DigitalAudio: Sampling in1D
4.2 Convolution
4.3 Convolution Filters
4.4 Signal Processing for Images
4.5 Sampling Theory
5: Linear Algebra
5.1 Determinants
5.2 Matrices
6: Transformation Matrices
6.1 Basic 2D Transforms
6.2 Basic 3D Transforms
6.3 Translation
6.4 Inverses of Transformation Matrices
6.5 Coordinate Transformations
7: Viewing
7.1 Drawing the Canonical View Volume. 7.2 Orthographic Projection7.3 Perspective Projection
7.4 Some Properties of the Perspective Transform
7.5 Field-of-View
8: Hidden Surface Elimination
8.1 BSP Tree
8.2 Z-Buffer
9: Surface Shading
9.1 Diffuse Shading
9.2 Phong Shading
9.3 Artistic Shading
10: Ray Tracing
10.1 The Basic Ray-Tracing Algorithm
10.2 Computing Viewing Rays
10.3 Ray-Object Intersection
10.4 A Ray-Tracing Program
10.5 Shadows
10.6 Specular Reflection
10.7 Refraction
10.8 Instancing
10.9 Sub-Linear Ray-Object Intersection
10.10 Constructive Solid Geometry
10.11 Distribution Ray Tracing. 11: Texture Mapping11.1 3D Texture Mapping
11.2 2D Texture Mapping
11.3 Tessellated Models
11.4 Texture Mapping for Rasterized Triangles
11.5 Bump Textures
11.6 Displacement Mapping
11.7 Environment Maps
11.8 Shadow Maps
12: A Full Graphics Pipeline
12.1 Clipping
12.2 Location of Clipping Segment of the Pipeline
12.3 An Expanded Graphics Pipeline
12.4 Backface Elimination
12.5 Triangle Strips and Fans
12.6 Preserved State
12.7 A Full Graphics Pipeline
13: Data Structures for Graphics
13.1 Triangle Meshes
13.2 Winged-Edge Data Structure
13.3 Scene Graphs. 13.4 Tiling Multidimensional Arrays14: Sampling
14.1 Integration
14.2 Continuous Probability
14.3 Monte Carlo Integration
14.4 Choosing Random Points
15: Curves
15.1 Curves
15.2 Curve Properties
15.3 Polynomial Pieces
15.4 Putting Pieces Together
15.5 Cubics
15.6 Approximating Curves
15.7 Summary
16: Computer Animation
16.1 Principles of Animation
16.2 Keyframing
16.3 Deformations
16.4 Character Animation
16.5 Physics-Based Animation
16.6 Procedural Techniques
16.7 Groups of Objects
16.8 Notes
17: Using Graphics Hardware
17.1 What is Graphics Hardware.


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