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计算机图形学习题与解答

计算机图形学习题与解答

作者:(美)ZhiGang Xiang Roy Plastock

出版社:机械工业出版社

出版时间:2002-08-01

ISBN:9787111104179

定价:¥35.00

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内容简介
  Scores of examples and problems allow students to hone their skills. Clear explanations of fundamental tasks facilitate students' understanding of important concepts. New! Chapters on shading models,shadow,and texture-including the Phong illumination model-explain the latest techniques and tools for achieving photorealism in computer graphics. Master the fundamentals of computer graphics with Schaum's -the high-performance study guide. It will help you cut study time,home problem-solving skills,and achieve your personal best on exams! Students love Schaum's Outlines because they produce results. Each year,hundreds of thousands of students improve their test scores and final grades with these indispensable study guides. Get the edge on your classmates. Use Schaum's!
作者简介
暂缺《计算机图形学习题与解答》作者简介
目录
CHAPTER 1 INTRODUCTION                  
                   
 1.1 A Mini-survey                  
 1.2 What's Ahead                  
                   
 CHAPTER 2 IMAGE REPRESENTATION                  
                   
 2.1 The RGB Color Model                  
 2.2 Direct Coding                  
 2.3 Lookup Table                  
 2.4 Display Monitor                  
 2.5 Printer                  
 2.6 Image Files                  
 2.7 Settign the Color Attribute of Pixels                  
 2.8 Example:Visualizing the Mandelbrot Set                  
                   
 CHAPTER 3 SCAN CONVERSION                  
                   
 3.1 Scan-Converting a Point                  
 3.2 Scan-Converting a Line                  
 3.3 Scan-Converting a Circle                  
 3.4 Scan-Converting an Ellipse                  
 3.5 Scan-Converting Arcs and Sectors                  
 3.6 Scan-Converting a Rectangle                  
 3.7 Region Filling                  
 3.8 Scan-Converting a Character                  
 3.9 Anti-Aliasing                  
 3.10 Example:Recursively Defined Drawings                  
                   
 CHAPTER 4 TWO-DIMENSIONAL TRANSFORMATIONS                  
                   
 4.1 Geometric Transformations                  
 4.2 Coordinate Transformations                  
 4.3 Composite Transformations                  
 4.4 Instance Transformations                  
                   
 CHAPTER 5 TWO-DIMENSIONAL VIEWING AND CLIPPING                  
                   
 5.1 Window-to-Viewport Mapping                  
 5.2 Point Clipping                  
 5.3 Line Clipping                  
 5.4 Polygon Clipping                  
 5.5 Example:A 2D Graphics Pipeline                  
                   
 CHAPTER 6 THREE-DIMENSIONAL TRANSFORMATIONS                  
                   
 6.1 Geometric Transformations                  
 6.2 Coordinate Transformations                  
 6.3 Composite Transformations                  
 6.4 Instance Transformations                  
                   
 CHAPTER 7 MATHEMATICS OF PROJECTION                  
                   
 7.1 Taxonomy of Projection                  
 7.2 Perspective Projection                  
 7.3 Parallel Projection                  
                   
 CHAPTER 8 THREE-DIMENSIONAL VIEWING AND CLIPPING                  
                   
 8.1 Three-Dimensional Viewing                  
 8.2 Clipping                  
 8.3 Viewing Transformation                  
 8.4 Example:A 3D Graphics Pipeline                  
                   
 CHAPTER 9 GEOMETRIC REPRESENTATIONS                  
                   
 9.1 Simple Geometric Forms                  
 9.2 Wireframe Models                  
 9.3 Curved Surfaces                  
 9.4 Curve Design                  
 9.5 Polynomial Basis Functions                  
 9.6 The Problem of Interpolation                  
 9.7 The Problem of Approximation                  
 9.8 Curved-Surface Design                  
 9.9 Transforming Curves and Surfaces                  
 9.10 Quadric Surfaces                  
 9.11 Example:Terrain Generation                  
                   
 CHAPTER 10 HIDDEN SURFACES                  
                   
 10.1 Depth Comparisons                  
 10.2 Z-Buffer Algorithm                  
 10.3 Back-Face Removal                  
 10.4 The Painter's Algorithm                  
 10.5 Scan-Line Algorithm                  
 10.6 Subdivision Algorithm                  
 10.7 Hidden-Line Elimination                  
 10.8 The Rendering of Mathematical Surfaces                  
                   
 CHAPTER 11 COLOR AND SHADING MODELS                  
                   
 11.1 Light and Color                  
 11.2 The Phong Model                  
 11.3 Interpolative Shading Methods                  
 11.4 Texture                  
                   
 CHAPTER 12 RAY TRACING                  
                   
 12.1 The Pinhole Camera                  
 12.2 A Recursive Ray-Tracer                  
 12.3 Parametric Vector Representation of a Ray                  
 12.4 Ray-Surface Intersection                  
 12.5 Execution Effciency                  
 12.6 Anti-Aliasing                  
 12.7 Additional Visual Effects                  
                   
 Appendix 1 MATHEMATICS FOR TWO-DIMENSIONAL COMPUTER GRAPHICS                  
                   
 A1.1 The Two-Dimensional Cartesian Coordinate System                  
 A1.2 The Polar Coordinate System                  
 A1.3 Vectors                  
 A1.4 Matrices                  
 A1.5 Functions and Transformations                  
                   
 Appendix 2 MATHEMATICS FOR THREE-DIMENSIONAL COMPUTER GRAPHICS                  
                   
 A2.1 Three-Dimensional Cartesian Coordinates                  
 A2.2 Curves and Surfaces in Three Dimensions                  
 A2.3 Vectors in Three Dimensions                  
 A2.4 Homogeneous Coordinates                  
                   
 ANSWERS TO SUPPLEMENTARY PROBLEMS                  
                   
 INDEX                  

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