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3D COMPUTER GRAPHICS THIRD EDITION2025|PDF|Epub|mobi|kindle电子书版本百度云盘下载
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- ALAN WATT 著
- 出版社: ADDISON-WESLEY
- ISBN:0201398559
- 出版时间:2000
- 标注页数:570页
- 文件大小:66MB
- 文件页数:590页
- 主题词:
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图书目录
1 Mathematical fundamentals of computer graphics1
1.1 Manipulating three-dimensional structures1
1.1.1 Three-dimensional geometry in computer graphics - affine transformations2
1.1.2 Transformations for changing coordinate systems8
1.2 Structure-deforming transformations9
1.3 Vectors and computer graphics11
1.3.1 Addition of vectors12
1.3.2 Length of vectors12
1.3.3 Normal vectors and cross products12
1.3.4 Normal vectors and dot products14
1.3.5 Vectors associated with the normal vector reflection15
1.4 Rays and computer graphics17
1.4.1 Ray geometry - intersections17
1.4.2 Intersections - ray-sphere18
1.4.3 Intersections - ray-convex polygon19
1.4.4 Intersections - ray-box21
1.4.5 Intersections - ray-quadric23
1.4.6 Ray tracing geometry - reflection and refraction23
1.5 Interpolating properties in the image plane25
2 Representation and modelling of three-dimensional objects (1)27
Introduction27
2.1 Polygonal representation of three-dimensional objects33
2.1.1 Creating polygonal objects37
2.1.2 Manual modelling of polygonal objects38
2.1.3 Automatic generation of polygonal objects38
2.1.4 Mathematical generation of polygonal objects39
2.1.5 Procedural polygon mesh objects - fractal objects44
2.2 Constructive solid geometry (CSG) representation of objects46
2.3 Space subdivision techniques for object representation51
2.3.1 Octrees and polygons53
2.3.2 BSP trees55
2.3.3 Creating voxel objects56
2.4 Representing objects with implicit functions56
2.5 Scene management and object representation58
2.5.1 Polygon mesh optimization59
2.6 Summary64
3 Representation and modelling of three-dimensional objects (2)66
Introduction66
3.1 Bézier curves69
3.1.1 joining Bézier curve segments75
3.1.2 Summary of Bézier curve properties77
3.2 B-spline representation78
3.2.1 B-spline curves78
3.2.2 Uniform B-splines80
3.2.3 Non-uniform B-splines84
3.2.4 Summary of B-spline curve properties90
3.3 Rational curves90
3.3.1 Rational Bézier curves91
3.3.2 NURBS93
3.4 From curves to surfaces94
3.4.1 Continuity and Bézier patches98
3.4.2 A Bézier patch object - the Utah teapot100
3.5 B-spline surface patches101
3.6 Modelling or creating patch surfaces106
3.6.1 Cross-sectional or linear axis design example107
3.6.2 Control polyhedron design - basic technique110
3.6.3 Creating patch objects by surface fitting115
3.7 From patches to objects121
4 Representation and rendering123
Introduction123
4.1 Rendering polygon meshes - a brief overview124
4.2 Rendering parametric surfaces125
4.2.1 Rendering directly from the patch descriptions125
4.2.2 Patch to polygon conversion128
4.2.3 Object space subdivision128
4.2.4 Image space subdivision135
4.3 Rendering a CSG description138
4.4 Rendering a voxel description140
4.5 Rendering implicit functions141
5 The graphics pipeline (1): geometric operations142
Introduction142
5.1 Coordinate spaces in the graphics pipeline143
5.1.1 Local or modelling coordinate systems143
5.1.2 World coordinate systems143
5.1.3 Camera or eye or view coordinate system143
5.2 Operations carried out in view space147
5.2.1 Culling or back-face elimination147
5.2.2 The view volume147
5.2.3 Three-dimensional screen space149
5.2.4 View volume and depth152
5.3 Advanced viewing systems (PHIGS and GKS)156
5.3.1 Overview of the PHIGS viewing system157
5.3.2 The view orientation parameters159
5.3.3 The view mapping parameters159
5.3.4 The view plane in more detail162
5.3.5 Implementing a PHIGS-type viewing system164
6 The graphics pipeline (2): rendering or algorithmic processes167
Introduction167
6.1 Clipping polygons against the view volume168
6.2 Shading pixels171
6.2.1 Local reflection models173
6.2.2 Local reflection models - practical points177
6.2.3 Local reflection models - light source considerations179
6.3 Interpolative shading techniques179
6.3.1 Interpolative shading techniques - Gouraud shading180
6.3.2 Interpolative shading techniques - Phong shading181
6.3.3 Renderer shading options182
6.3.4 Comparison of Gouraud and Phong shading183
6.4 Rasterization183
6.4.1 Rasterizing edges183
6.4.2 Rasterizing polygons185
6.5 Order of rendering187
6.6 Hidden surface removal189
6.6.1 The Z-buffer algorithm189
6.6.2 Z-buffer and CSG representation190
6.6.3 Z-buffer and compositing191
6.6.4 Z-buffer and rendering192
6.6.5 Scan line Z-buffer193
6.6.6 Spanning hidden surface removal193
6.6.7 A spanning scan line algorithm194
6.6.8 Z-buffer and complex scenes196
6.6.9 Z-buffer summary198
6.6.10 BSP trees and hidden surface removal199
6.7 Multi-pass rendering and accumulation buffers202
7 Simulating light-object interaction: local reflection models205
Introduction205
7.1 Reflection from a perfect surface206
7.2 Reflection from an imperfect surface207
7.3 The bi-directional reflectance distribution function208
7.4 Diffuse and specular components211
7.5 Perfect diffuse - empirically spread specular reflection212
7.6 Physically based specular reflection213
7.6.1 Modelling the micro-geometry of the surface214
7.6.2 Shadowing and masking effects214
7.6.3 Viewing geometry216
7.6.4 The Fresnel term216
7.7 Pre-computing BRDFs219
7.8 Physically based diffuse component221
8 Mapping techniques223
Introduction223
8.1 Two-dimensional texture maps to polygon mesh objects228
8.1.1 Inverse mapping by bilinear interpolation229
8.1.2 Inverse mapping by using an intermediate surface230
8.2 Two-dimensional texture domain to bi-cubic parametric patch objects234
8.3 Billboards235
8.4 Bump mapping236
8.4.1 A multi-pass technique for bump mapping238
8.4.2 A pre-calculation technique for bump mapping239
8.5 Light maps240
8.6 Environment or reflection mapping243
8.6.1 Cubic mapping245
8.6.2 Sphere mapping247
8.6.3 Environment mapping: comparative points248
8.6.4 Surface properties and environment mapping249
8.7 Three-dimensional texture domain techniques251
8.7.1 Three-dimensional noise251
8.7.2 Simulating turbulence252
8.7.3 Three-dimensional texture and animation254
8.7.4 Three-dimensional light maps256
8.8 Anti-aliasing and texture mapping256
8.9 Interactive techniques in texture mapping260
9 Geometric shadows263
Introduction263
9.1 Properties of shadows used in computer graphics265
9.2 Simple shadows on a ground plane265
9.3 Shadow algorithms267
9.3.1 Shadow algorithms: projecting polygons/scan line267
9.3.2 Shadow algorithms: shadow volumes268
9.3.3 Shadow algorithms: derivation of shadow polygons from light source transformations271
9.3.4 Shadow algorithms: shadow Z-buffer271
10 Global illumination275
Introduction275
10.1 Global illumination models276
10.1.1 The rendering equation277
10.1.2 Radiance, irradiance and the radiance equation278
10.1.3 Path notation281
10.2 The evolution of global illumination algorithms283
10.3 Established algorithms - ray tracing and radiosity284
10.3.1 Whitted ray tracing284
10.3.2 Radiosity286
10.4 Monte Carlo techniques in global illumination288
10.5 Path tracing292
10.6 Distributed ray tracing294
10.7 Two-pass ray tracing297
10.8 View dependence/independence and multi-pass methods300
10.9 Caching illumination301
10.10 Light volumes303
10.11 Particle tracing and density estimation304
11 The radiosity method306
Introduction306
11.1 Radiosity theory308
11.2 Form factor determination310
11.3 The Gauss-Seidel method314
11.4 Seeing a partial solution - progressive refinement315
11.5 Problems with the radiosity method318
11.6 Artefacts in radiosity images319
11.6.1 Hemicube artefacts319
11.6.2 Reconstruction artefacts321
11.6.3 Meshing artefacts323
11.7 Meshing strategies325
11.7.1 Adaptive or a posteriori meshing325
11.7.2 A priori meshing332
12 Ray tracing strategies342
Introduction - Whitted ray tracing342
12.1 The basic algorithm343
12.1.1 Tracing rays - initial considerations343
12.1.2 Lighting model components344
12.1.3 Shadows345
12.1.4 Hidden surface removal346
12.2 Using recursion to implement ray tracing347
12.3 The adventures of seven rays - a ray tracing study350
12.4 Ray tracing polygon objects - interpolation of a normal at an intersection point in a polygon352
12.5 Efficiency measures in ray tracing354
12.5.1 Adaptive depth control354
12.5.2 First hit speed up355
12.5.3 Bounding objects with simple shapes355
12.5.4 Secondary data structures357
12.5.5 Ray space subdivision363
12.6 The use of ray coherence364
12.7 A historical digression - the optics of the rainbow367
13 Volume rendering370
Introduction370
13.1 Volume rendering and the visualization of volume data373
13.2 ′Semi-transparent gel′ option377
13.2.1 Voxel classification378
13.2.2 Transforming into the viewing direction379
13.2.3 Compositing pixels along a ray379
13.3 Semi-transparent gel plus surfaces380
13.3.1 Explicit extraction of isosurfaces382
13.4 Structural considerations in volume rendering algorithms384
13.4.1 Ray casting (untransformed data)385
13.4.2 Ray casting (transformed data)387
13.4.3 Voxel projection method388
13.5 Perspective projection in volume rendering390
13.6 Three-dimensional texture and volume rendering391
14 Anti-aliasing theory and practice392
Introduction392
14.1 Aliases and sampling393
14.2 Jagged edges397
14.3 Sampling in computer graphics compared with sampling reality398
14.4 Sampling and reconstruction400
14.5 A simple comparison401
14.6 Pre-filtering methods402
14.7 Supersampling or post-filtering404
14.8 Non-uniform sampling - some theoretical concepts406
14.9 The Fourier transform of images411
15 Colour and computer graphics418
Introduction418
15.1 Colour sets in computer imagery419
15.2 Colour and three-dimensional space420
15.2.1 RGB space423
15.2.2 The HSV single hexcone model424
15.2.3 YIQ space427
15.3 Colour, information and perceptual spaces427
15.3.1 CIE XYZ space429
15.3.2 CIE xyY space433
15.4 Rendering and colour spaces435
15.5 Monitor considerations436
15.5.1 RGB monitor space and other monitor considerations436
15.5.2 Monitor considerations - different monitors and the same colour437
15.5.3 Monitor considerations - colour gamut mapping439
15.5.4 Monitor considerations - gamma correction440
16 Image-based rendering and photo-modelling443
Introduction443
16.1 Reuse of previously rendered imagery - two-dimensional techniques444
16.1.1 Planar impostors or sprites445
16.1.2 Calculating the validity of planar impostors445
16.2 Varying rendering resources447
16.2.1 Priority rendering447
16.2.2 Image layering448
16.3 Using depth information452
16.3.1 Three-dimensional warping452
16.3.2 Layered depth images (LDIs)456
16.4 View interpolation458
16.4.1 View morphing460
16.5 Four-dimensional techniques - the Lumigraph or light field rendering approach463
16.6 Photo-modelling and IBR465
16.6.1 Image-based rendering using photographic panoramas469
16.6.2 Compositing panoramas469
16.6.3 Photo-modelling for image-based rendering470
17 Computer animation473
Introduction473
17.1 A categorization and description of computer animation techniques476
17.2 Rigid body animation477
17.2.1 Interpolation or keyframing477
17.2.2 Explicit scripting479
17.2.3 Interpolation of rotation483
17.2.4 Using quaternions to represent rotation484
17.2.5 Interpolating quaternions488
17.2.6 The camera as an animated object492
17.3 Linked structures and hierarchical motion493
17.3.1 Solving the inverse kinematics problem500
17.4 Dynamics in computer animation504
17.4.1 Basic theory for a rigid body - particles505
17.4.2 The nature of forces506
17.4.3 Rigid bodies - extended masses507
17.4.4 Using dynamics in computer animation510
17.4.5 Simulating the dynamics of a lumped mass511
17.4.6 Space-time constraints515
17.5 Collision detection517
17.5.1 Broad phase/narrow phase algorithms518
17.5.2 Broad phase collision detection with OBBs519
17.5.3 Narrow phase: pairs of convex polyhedra - exact collision detection522
17.5.4 Single phase algorithms - object hierarchies524
17.6 Collision response526
17.7 Particle animation529
17.8 Behavioural animation531
17.9 Summary534
18 Comparative Image study536
Introduction536
18.1 Local reflection models537
18.2 Texture and shadow mapping538
18.3 Whitted ray tracing539
18.4 Radiosity541
18.5 RADIANCE543
18.6 Summary543
References544
Index553
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