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E-grāmata: Fundamentals of Computer Graphics

, (Cornell University, Ithaca, New York, USA)
  • Formāts: 716 pages
  • Izdošanas datums: 30-Sep-2021
  • Izdevniecība: Taylor & Francis Ltd
  • Valoda: eng
  • ISBN-13: 9781000426281
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  • Formāts: 716 pages
  • Izdošanas datums: 30-Sep-2021
  • Izdevniecība: Taylor & Francis Ltd
  • Valoda: eng
  • ISBN-13: 9781000426281
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Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fifth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference.

Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts.

Highlights of the Fifth Edition Include:





Major updates and improvements to numerous chapters, including shading, ray tracing, physics-based rendering, math and sampling Updated coverage of existing topics Several chapters have been absorbed and reworked to create a more natural flow to the book

The fifth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in animation, visual effects, games, visualization, advertising, and other applications
IntroductionGraphics Areas
Major Applications
Graphics APIs
Graphics Pipeline
Numerical Issues
Efficiency
Designing and Coding Graphics Programs

Miscellaneous MathSets and Mappings
Solving Quadratic Equations
Trigonometry
Vectors
Curves and Surfaces
Linear Interpolation
Triangles

Raster ImagesRaster Devices
Images, Pixels, and Geometry
RGB Color
Alpha Compositing

Ray TracingThe Basic Ray-Tracing Algorithm
Perspective
Computing Viewing Rays
Ray-Object Intersection
Shading
A Ray-Tracing Program
Shadows
Ideal Specular Reflection
Historical Notes

Surface ShadingDiffuse Shading
Phong Shading
Artistic Shading

Linear AlgebraDeterminants
Matrices
Computing with Matrices and Determinants
Eigenvalues and Matrix Diagonalization

Transformation Matrices2D Linear Transformations
3D Linear Transformations
Translation and Affine Transformations
Inverses of Transformation Matrices
Coordinate Transformations

ViewingViewing Transformations
Projective Transformations
Perspective Projection
Some Properties of the Perspective Transform
Field-of-View

The Graphics PipelineRasterization
Operations Before and After Rasterization
Simple Antialiasing
Culling Primitives for Efficiency

Signal ProcessingDigital Audio: Sampling in 1D
Convolution
Convolution Filters
Signal Processing for Images
Sampling Theory

Texture MappingLooking Up Texture Values
Texture Coordinate Functions
Antialiasing Texture Lookups
Applications of Texture Mapping
Procedural 3D Textures

Data Structures for GraphicsTriangle Meshes
Scene Graphs
Spatial Data Structures
BSP Trees for Visibility
Tiling Multidimensional Arrays

SamplingIntegration
Continuous Probability
Monte Carlo Integration
Choosing Random Points

Physics-based Rendering

Photons

Smooth metals

Smooth dielectrics

Dielectrics with subsurface scattering

A brute force photon tracer

Radiometry

Radiometry of Scattering

Transport Equation

Materials in practice

Monte Carlo Ray Tracing

Curves
Curves
Curve Properties
Polynomial Pieces
Putting Pieces Together
Cubics
Approximating Curves
Summary

Computer AnimationPrinciples of Animation
Keyframing
Deformations
Character Animation
Physics-Based Animation
Procedural Techniques
Groups of Objects

Using Graphics HardwareHardware Overview
What Is Graphics Hardware
Heterogeneous Multiprocessing
Graphics Hardware Programming: Buffers, State, and Shaders
State Machine
Basic OpenGL Application Layout
Geometry
A First Look at Shaders
Vertex Buffer Objects
Vertex Array Objects
Transformation Matrices
Shading with Per-Vertex Attributes
Shading in the Fragment Processor
Meshes and Instancing
Texture Objects
Object-Oriented Design for Graphics Hardware Programming
Continued Learning

ColorColorimetry
Color Spaces
Chromatic Adaptation
Color Appearance

Visual PerceptionVision Science
Visual Sensitivity
Spatial Vision
Objects, Locations, and Events
Picture Perception

Tone ReproductionClassification
Dynamic Range
Color
Image Formation
Frequency-Based Operators
Gradient-Domain Operators
Spatial Operators
Division
Sigmoids
Other Approaches
Night Tonemapping
Discussion

Implicit ModelingImplicit 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 Graphics in GamesPlatforms
Limited Resources
Optimization Techniques
Game Types
The Game Production Process

VisualizationBackground
Data Types
Human-Centered Design Process
Visual Encoding Principles
Interaction Principles
Composite and Adjacent Views
Data Reduction
Examples
Steve Marschner, Cornell University, Ithaca, New York, USA

Peter Shirley, Purity LLC