Shirley / Ashikhmin / Marschner | Fundamentals of Computer Graphics | E-Book | www2.sack.de
E-Book

E-Book, Englisch, 804 Seiten

Shirley / Ashikhmin / Marschner Fundamentals of Computer Graphics


3. Auflage 2009
ISBN: 978-1-4398-6552-1
Verlag: Taylor & Francis
Format: PDF
Kopierschutz: 0 - No protection

E-Book, Englisch, 804 Seiten

ISBN: 978-1-4398-6552-1
Verlag: Taylor & Francis
Format: PDF
Kopierschutz: 0 - No protection



With contributions by Michael Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett Johnson, Tamara Munzner, Erik Reinhard, Kelvin Sung, William B. Thompson, Peter Willemsen, Brian Wyvill. The third edition of this widely adopted text gives students a comprehensive, fundamental introduction to computer graphics. 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. New in this edition: - Four new contributed chapters, written by experts in their fields: Implicit Modeling, Computer Graphics in Games, Color, Visualization, including information visualization - Revised and updated material on the graphics pipeline, reflecting a modern viewpoint organized around programmable shading. - Expanded treatment of viewing that improves clarity and consistency while unifying viewing in ray tracing and rasterization. - Improved and expanded coverage of triangle meshes and mesh data structures. - A new organization for the early chapters, which concentrates foundational material at the beginning to increase teaching flexibility.

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Zielgruppe


This book is for students, professors, and professionals in the computer graphics milieu.

Weitere Infos & Material


Preface
Introduction

Graphics Areas

Major Applications

Graphics APIs

Graphics Pipeline

Numerical Issues

Efficiency

Designing and Coding Graphics Programs

Miscellaneous Math

Sets and Mappings

Solving Quadratic Equations

Trigonometry

Vectors

Curves and Surfaces

Linear Interpolation

Triangles

Raster Images

Raster Devices

Images, Pixels, and Geometry

RGB Color

Alpha Compositing

Ray Tracing

The Basic Ray – Tracing Algorithm

Perspective

Computing Viewing Rays

Ray-Object Intersection

Shading

A Ray – Tracing Program

Shadows

Ideal Specular Reflection

Historical Notes

Linear Algebra

Determinants

Matrices

Computing with Matrices and Determinants

Eigen values and Matrix Diagonalization

Transformation Matrices

2D Linear Transformations

3D Linear Transformations

Translation and Affine Transformations

Inverses of Transformation Matrices

Coordinate Transformations

7. Viewing

Viewing Transformations

Projective Transformations

Perspective Projection

Some Properties of the Perspective Transform

Field-of-View

The Graphics Pipeline

Rasterization

Operations Before and After Rasterization

Simple Antialiasing

Culling Primitives for Efficiency

Signal Processing

Digital Audio: Sampling in 1D

Convolution

Convolution Filters

Signal Processing for Images

Sampling Theory

Surface Shading

Diffuse Shading

Phong Shading

Artistic Shading

Texture Mapping

3D Texture Mapping

2D Texture Mapping

Texture Mapping for Rasterized Triangles

Bump Textures

Displacement Mapping

Environment Maps

Shadow Maps

Data Structures for Graphics

Triangle Meshes

Scene Graphs

Spatial Data Structures

BSP Trees for Visibility

Tiling Multidimensional Arrays

More Ray Tracing

Transparency and Refraction

Instancing

Constructive Solid Geometry

Distribution Ray Tracing

Sampling

Integration

Continuous Probability

Monte Carlo Integration

Choosing Random Points

Curves

Curves

Curve Properties

Polynomial Pieces

Putting Pieces Together

Cubics

Approximating Curves

Summary

Implicit Modeling

Implicit Functions, Skeletal Primitives and Summation Blending

Rendering

Space Partitioning

More on Blending

Constructive Solid Geometry

Warping

Precise Contact Modeling

The Blob Tree

Interactive Implicit Modeling Systems

Computer Animation

Principles of Animation

Key framing

Deformations

Character Animation

Physics-Based Animation

Procedural Techniques

Groups of Objects

Notes

Using Graphics Hardware

What Is Graphics Hardware

Describing Geometry for the Hardware

Processing Geometry into Pixels

Building Interactive Graphics Applications

The Ball Shooting Program

Programming Models

The Model view-Controller Architecture

Example Implementations

Applying Our Results

Notes

Exercises

Light

Radiometry

Transport Equation

Photometry

Color

Colorimetry

Color Spaces

Chromatic Adaptation

Color Appearance

Notes

Visual Perception

Vision Science

Visual Sensitivity

Spatial Vision

Objects, Locations, and Events

Picture Perception

Tone Reproduction

Classification

Dynamic Range

Color

Image Formation

Frequency-Based Operators

Gradient-Domain Operators

Spatial Operators

Division

Sigmoids

Other Approaches

Night Tone mapping

Discussion

Global Illumination

Particle Tracing for Lambertian Scenes

Path Tracing

Accurate Direct Lighting

Reflection Models

Real-World Materials

Implementing Reflection Models

Specular Reflection Models

Smooth Layered Model

Rough Layered Model

Computer Graphics in Games

Platforms

Limited Resources

Optimization Techniques

Game Types

The Game Production Process

Visualization

Background

Data Types

Human-Centered Design Process

Visual Encoding Principles

Interaction Principles

Composite and Adjacent Views

Data Reduction

Examples

Spatial-Field Visualization

2D Scalar Fields

3D Scalar Fields

References


Peter Shirley is a principal research scientist at NVIDIA and an adjunct professor in the School of Computing at the University of Utah. He has held positions at Indiana University and the Program of Computer Graphics at Cornell University.
Steve Marschner is an associate professor in the Computer Science Department and Program of Computer Graphics at Cornell University.



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