Fundamentals of computer graphics

書誌事項

Fundamentals of computer graphics

Steve Marschner, Peter Shirley

CRC Press, 2022

5th ed., International student ed

  • : pbk

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注記

Includes bibliographical references and index

内容説明・目次

内容説明

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

目次

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

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詳細情報

  • NII書誌ID(NCID)
    BC17730130
  • ISBN
    • 9781032122861
  • 出版国コード
    us
  • タイトル言語コード
    eng
  • 本文言語コード
    eng
  • 出版地
    Boca Raton
  • ページ数/冊数
    xv, 700 p.
  • 大きさ
    24 cm
  • 分類
  • 件名
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