
| 投影变换建模流水线绘制明暗处理,循序渐进. 坐标视图颜色场景图光照视觉交流,由浅人深... |
| 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。 .. << 查看详细 |
| 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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