
| 本书的主要特点:强调利用图形学创建有效的视觉交流的思想。强调使用场景图来组织图形学程序。强调创建交互显示的技术。着重讨论三维技术,几乎不讨论二维技术。伪代码和Opengl形式的代码示例贯穿全书。每章附有思考题、练习题、实验题和项目,供读者检查自己掌握本书内容的程度。 本书系统地介绍了交互式计算机图形学的基础知识和OpenGL图形接口,并通过大量的实例来帮助读者理解OpenGL提供的功能。书中将算法与应用结合起来,不过分强调计算机图形学领域内的算法与技术细节,也不专注于图像生成应用,而是将图形学视为对图像内容中的几何、外观和表示等属性编程并将编程结果展示在图形输出与交互设备上来生成合成图像的一种科学与艺术。书中还介绍了如何利用计算机图形学来解决实际问题,以及如何更有效地将结果展示给观察者的方法。 |
| Steve Cunningham美国加州大学斯坦尼斯洛斯分校计算机系资深教授,长期从事计算机图形学教学和研究工作。他对计算机图形学理论和OperIGL编程均有很深的造诣,曾经担任ACM SIGGRAPH学会的主席和Eurographics学会教育委员会的主任,多次组织计算机图形学和可视化教学研讨会。
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| Preface Chapter 0: Getting Started Visual Communication and Computer Graphics General Concepts in Visual Communication Use Appropriate Representation for Your Information Keep Your Images Focused Use Appropriate Presentation Levels for Your Information Use Appropriate Forms for Your Information Be Very Careful to be Accurate with Your Display Understand and Respect the Cultural Context of Your Audience Make Your Interactions Reflect Familiar and Comfortable Relationships Between Action and Effect 3D Geometry and the Geometry Pipeline The Scene and the View 3D Model Coordinate Systems 3D World Coordinate System 3D Eye Coordinate System Projections Clipping Choosing Perspective or Orthographic Projections 2D Eye Coordinates 2D Screen Coordinates Appearance Color Textures Depth Buffering The Viewing Process Different Implementation, Same Result Graphics Cards A Basic OpenGL Program The Structure of the Mai n O Function on OpenGL Model Space Modeling Transformation 3D World Space Viewing Transformation 3D Eye Space Projections 2D Eye Space 2D Screen Space The Science in the Program Appearance Another Way to See the Program OpenGL Extensions Summary OpenGL Glossary for the Chapter Questions Exercises Experiments Chapter 1: Viewing and Projection Introduction Fundamental Model of Viewing Definitions Setting Up the Viewing Environment Defining the Projection View Volumes The Orthographic Projection The Perspective Projection Calculating the Perspective Projection Clipping on the View Volume Defining the Window and Viewport Some Aspects of Managing the View Hidden Surfaces Double Buffering Stereo Viewing Viewing and Visual Communication Implementation of Viewing and Proiection in OpenGL Defining a Window and Viewport Reshaping the Window Defining a Viewing Environment Defining a Perspective Projection …… Chapter 2: Principles of Modeling Chapter 3: Implementing Modeling in OpenGL Chapter 4: Mathematics for Modeling ChaDter 5: Color and Blending Chapter 6: Lighting and Shading Chapter 7: Events and Interactive Programming Chapter 8: Texture Mapping Chapter 9: Graphical Problem Solving in Science Chapter 10: Rendering and the Rendering Pipeline Chapter 11: Dynamics and Animation Chapter 12: High-Performance Graphics Techniques Chapter 13: Interpolation and Spline Modeling ChaDter 14: Nonpolygon Graphics Chapter 15: Hardcopy References and Resources Appendix Index |
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