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标签:计算机图形学
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计算机真实感图形的算法基础
《计算机真实感图形的算法基础》是系统介绍计算机真实感图形基础理论与算法的一本专著。全书共分九章,包括图形学基础、光照模型原理、简单画面绘制算法、光线跟踪、纹理映射、阴影生成、光能辐射度方法、实时图形绘制技术、自然景物仿真、颜色等。《计算机真实感图形的算法基础》的特点是内容全面,取材新颖,注重算法,力求实用。除系统叙述计算机真实感图形生成的基本概念、基本算法外,作者还注意结合亲身实践体会介绍国内外的有关最新研究成果。 《计算机真实感图形的算法基础》可作为高等学校计算机、应用数学、电子工程、机械工程、航空、造船、轻工等专业高年级学生或研究生的教学用书,对广大从事CAD&CG研究、应用、开发的科技人员也有较大参考价值。 -
计算机图形学的算法基础
本书作者David F.Rogers是计算机图形领域的先驱,他的著作曾被译成多种语言。本书在全面阐述计算 机图形硬件、光栅扫描图形及绘制起初图形的基础上,着重分析了图形用户界面,图形压缩算法及Liang-Barskey、Nicholl-Lee-Nicholl、Cohen-Sutherland等传统与新型裁剪算法。本书列举了90个详细的工作实例,并且它不仅仅着眼于用伪代码描述算法,还从列表叙述描述及详细的过程描述两方面来加深读者对算法实际过程的了解。本书对学生、程序员及计算机图形专业人士来说是一部相当好的指导书籍。 -
计算机图形学
《计算机图形学》与大多数传统的计算机图形学教材不同,它仅简要介绍交互式计算机图形学方面的基本知识,主要侧重于介绍计算机图形学在数学及其他科学领域的应用,解决实际问题。《计算机图形学》按照计算机图形学的传统顺序介绍视觉交流、视图变换和投影处理、建模、绘制、光照、着色处理,以及OpenGL API如何实现基本概念和技术,使学生理解并学会使用图形API实现图形操作,为观察者创造有效的图像。 -
Visualizing Quaternions (The Morgan Kaufmann Series in Interactive 3D Technology)
在线阅读本书 Introduced 160 years ago as an attempt to generalize complex numbers to higher dimensions, quaternions are now recognized as one of the most important concepts in modern computer graphics. They offer a powerful way to represent rotations and compared to rotation matrices they use less memory, compose faster, and are naturally suited for efficient interpolation of rotations. Despite this, many practitioners have avoided quaternions because of the mathematics used to understand them, hoping that some day a more intuitive description will be available. The wait is over. Andrew Hanson's new book is a fresh perspective on quaternions. The first part of the book focuses on visualizing quaternions to provide the intuition necessary to use them, and includes many illustrative examples to motivate why they are important-a beautiful introduction to those wanting to explore quaternions unencumbered by their mathematical aspects. The second part covers the all-important advanced applications, including quaternion curves, surfaces, and volumes. Finally, for those wanting the full story of the mathematics behind quaternions, there is a gentle introduction to their four-dimensional nature and to Clifford Algebras, the all-encompassing framework for vectors and quaternions. * Richly illustrated introduction for the developer, scientist, engineer, or student in computer graphics, visualization, or entertainment computing. * Covers both non-mathematical and mathematical approaches to quaternions. * Companion website with an assortment of quaternion utilities and sample code, data sets for the book's illustrations, and Mathematica notebooks with essential algebraic utilities. -
计算机图形学
本书是国外高校采用率很高的计算机图形学教材,共分为26章,全面系统地讲解了计算机图形学的基本概念和相关技术。书中先介绍图形学相关的数学知识,然后依次讲解图形学的光栅算法、三三维观察、隐藏面消除、光照、纹理、绘制等算法和理论,并介绍可视感知、计算机动画、基于图像的绘制、可视化以及构建交互式图形应用等。 本书可作为信息技术等相关专业本科生、研究生计算机图形学课程的教材,也可以作为计算机图形学工作者的参考用书。 -
OpenGL Programming Guide
Includes Complete Coverage of the OpenGL(r) Shading Language! Today's OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders. OpenGL(r) Programming Guide: The Official Guide to Learning OpenGL(r), Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling "Red Book" describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL(r) Shading Language (the "Orange Book"). For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques. OpenGL(r) Programming Guide, Eighth Edition, provides clear explanations of OpenGL functionality and techniques, including processing geometric objects with vertex, tessellation, and geometry shaders using geometric transformations and viewing matrices; working with pixels and texture maps through fragment shaders; and advanced data techniques using framebuffer objects and compute shaders. New OpenGL features covered in this edition include * Best practices and sample code for taking full advantage of shaders and the entire shading pipeline (including geometry and tessellation shaders) * Integration of general computation into the rendering pipeline via compute shaders * Techniques for binding multiple shader programs at once during application execution * Latest GLSL features for doing advanced shading techniques * Additional new techniques for optimizing graphics program performance -
Interactive Computer Graphics
Computer animation and graphics--once rare, complicated, and comparatively expensive--are now prevalent in everyday life from the computer screen to the movie screen. Interactive Computer Graphics is the only introduction to computer graphics text for undergraduates that fully integrates OpenGL(R) and emphasizes application-based programming. Using C and C++, the top-down, programming-oriented approach allows for coverage of engaging 3D material early in the course so students immediately begin to create their own 3D graphics. Low-level algorithms (for topics such as line drawing and filling polygons) are presented after students learn to create graphics. This book is suitable for undergraduate students in computer science and engineering, for students in other disciplines who have good programming skills, and for professionals. -
计算机动画算法与技术
《计算机动画算法与技术(第2版)》详细阐述了与计算机动画算法相关的高效解决方案及相应的数据结构和算法,主要包括技术背景知识、插值技术、插值动画技术、运动链接、运动捕捉、物理动画、流体、人物角色的建模和动画、面部动画、建模行为以及特殊动画模型等内容。此外,《计算机动画算法与技术(第2版)》还提供了相应的算法、代码以及伪代码,以帮助读者进一步理解相关方案的实现过程。 -
计算机图形学与几何造型导论
《世界著名计算机教材精选:计算机图形学与几何造型导论》是世界著名计算机教材精选之一。《世界著名计算机教材精选:计算机图形学与几何造型导论》共四部分三十章节,内容包括乌龟绘图,应用递归乌龟程序生成分形,分形的奇特性质,仿射变换,仿射几何:二维计算机图形学的连点过程,应用迭代函数系统生成分形,不动点定理及其推论,递归乌龟程序与共形迭代函数系统等。《世界著名计算机教材精选:计算机图形学与几何造型导论》可作为高等学校高年级本科生和研究生的教材,亦可作为相关学科研究人员和技术人员的参考用书。 -
游戏开发的数学和物理
本书严格选取了游戏开发中最常用的数学和物理学知识,通过游戏开发实例,配上丰富的插图,以从易到难的顺序进行讲解。第1章到第5章分别讲解了物体的运动、卷动、碰撞检测、光线的制作、画面切换的细分处理。这五章将2D游戏必需的知识一网打尽,同时还严格挑选了少量3D游戏编程的基础内容以供参考。第6章系统梳理了游戏开发的数学和物理学理论,帮助读者更好地理解前五章的内容。 本书适合网络和手机游戏开发者阅读。 -
游戏引擎架构
《游戏引擎架构》同时涵盖游戏引擎软件开发的理论及实践,并对多方面的题目进行探讨。本书讨论到的概念及技巧实际应用于现实中的游戏工作室,如艺电及顽皮狗。虽然书中采用的例子通常依据一些专门的技术,但是讨论范围远超于某个引擎或API。文中的参考及引用也非常有用,可让读者继续深入游戏开发过程的任何特定方向。 《游戏引擎架构》为一个大学程度的游戏编程课程而编写,但也适合软件工程师、业余爱好者、自学游戏程序员,以及游戏产业的从业人员。通过阅读《游戏引擎架构》,资历较浅的游戏工程师可以巩固他们所学的游戏技术及引擎架构的知识,专注某一领域的资深程序员也能从本书更为全面的介绍中获益。 內容包括: - 游戏开发中的大规模C++软件架构 - 游戏编程所需的数学 - 供调试、源代码控制及性能剖析的游戏开发工具 - 引擎基础系统、渲染、碰撞、物理、角色动画、游戏世界对象模型等引擎子系统 - 多平台游戏引擎 - 多处理器环境下的游戏编程 - 工作管道及游戏资产数据库 -
Advanced Global Illumination
This book provides a fundamental understanding of global illumination algorithms. It discusses a broad class of algorithms for realistic image synthesis and introduces a theoretical basis for the algorithms presented. Topics include: physics of light transport, Monte Carlo methods, general strategies for solving the rendering equation, stochastic path-tracing algorithms such as ray tracing and light tracing, stochastic radiosity including photon density estimation and hierarchical Monte Carlo radiosity, hybrid algorithms, metropolis light transport, irradiance caching, photon mapping and instant radiosity, beyond the rendering equation, image display and human perception. If you want to design and implement a global illumination rendering system or need to use and modify an existing system for your specific purpose, this book will give you the tools and the understanding to do so. -
OpenGL编程指南(原书第7版)
《Open GL编程指南(原书第7版)》对OpenGL以及OpenGL实用函数库进行了全面而又权威的介绍,素有“OpenGL红宝书”之誉。《Open GL编程指南(原书第7版)》的上一个版本覆盖了到OpenGL 2.1版的内容。本版涵盖了OpenGL 3.0和3.1的最新特性。《Open GL编程指南(原书第7版)》以清晰的语言描述了OpenGL的功能以及许多基本的计算机图形技巧,例如创建和渲染3D模型、从不同的透视角度观察物体、使用着色、光照和纹理贴图使场景更加逼真等。另外,《Open GL编程指南(原书第7版)》还深入探讨了许多高级技巧,包括纹理贴图、抗锯齿、雾和大气效果、NURBS、图像处理子集等。此外,《Open GL编程指南(原书第7版)》还对一些重要的主题进行了讨论,例如提高性能、OpenGL扩展以及跨平台技术等。《Open GL编程指南(原书第7版)》内容详实,讲解生动,图文并茂,是OpenGL程序员的绝佳编程指南。 -
Real-Time Collision Detection
Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virtual reality applications, and physical simulators. Of the many topics covered, a key focus is on spatial and object partitioning through a wide variety of grids, trees, and sorting methods. The author also presents a large collection of intersection and distance tests for both simple and complex geometric shapes. Sections on vector and matrix algebra provide the background for advanced topics such as Voronoi regions, Minkowski sums, and linear and quadratic programming. Of utmost importance to programmers but rarely discussed in this much detail in other books are the chapters covering numerical and geometric robustness, both essential topics for collision detection systems. Also unique are the chapters discussing how graphics hardware can assist in collision detection computations and on advanced optimization for modern computer architectures. All in all, this comprehensive book will become the industry standard for years to come. -
3D数学基础
本书主要研究隐藏在3D几何世界背后的数学问题。3D数学是一门与计算几何相关的学科,计算几何则是研究怎样用数值方法解决几何问题的学科。3D数学和计算几何广泛应用在那些使用计算机来模拟3D世界的领域,如图形学、游戏、仿真、机器人技术、虚拟现实和动画等。 本书涵盖了理论知识和C++实现代码。理论部分解释3D中数学和几何之间的关系,列出的技巧与公式可以当做参考手册以方便查找。实现部分演示了怎样用代码来实现这些理论概念。编程示例语言使用的是C++,实际上,本书的理论知识能通过任何编程语言实现。 -
计算机图形学原理及实践:C语言描述(原书第2版) (平装)
《计算机图形学原理及实践:C语言描述(原书第2版)》:这是计算机图形学领域的一部经典之作,作者Fley、va Dam等是国际图形学界的著名学者、学术带头人,而且《计算机图形学原理及实践:C语言描述(原书第2版)》英文版自出版以来,一直是各国大学计算机图形学课程的主要教科书。来自清华大学、北京大学、中国科学院计算技术研究所、中国科学院软件研究所的多位图形学领域的专家和精英花费了大量的时间和精力进行翻译,最终完成了这本中文版。《计算机图形学原理及实践:C语言描述(原书第2版)》是高等院校计算机专业本科生、研究生计算机图形学课程的理想教材,是相关领域专业人员开展研究工作的优秀参考书。 -
计算机图形学
本书是一本内容丰富、取材新颖的计算机图形学著作,并在其前一版的基础上进行了全面扩充,增加了许多新的内容,覆盖了近年来计算机图形学的最新发展与成就。全书层次分明、重点突出,并附有使用OpenGL编写的大量程序以及各种效果图,是一本难得的优秀教材。 本书共分为15章,全面系统地讲解了计算机图形学的基本概念和相关技术。作者首先对计算机图形学进行综述;然后讲解二维图形的对象表示、算法和应用,以及三维图形的相关技术、建模和变换;接着介绍光照模型、颜色模型和动画技术。本书还新增了有关层次建模和图形文件格式的介绍,最后的附录给出了计算机图形学中用到的基本数学概念。 本书可作为信息技术等相关专业本科生和研究生和研究生的教材的教材或参考书,也可以作为计算机图形学工作者的参考书。 -
Real-Time Rendering, Third Edition
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent or programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style.
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