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內容簡介: |
本书是一本内容丰富、取材新颖的计算机图形学著作,在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和成就。全书层次分明、重点突出,并附有使用OpenGL编写的大量程序及各种效果图,是一本难得的优秀教材。全书共分为24章及3个附录,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、算法及应用,三维图形的相关技术、建模和变换等;接着介绍光照模型、颜色模型和动画技术。本书还新增了有关分层建模与动画的介绍,OpenGL的全面介绍;最后的附录给出了计算机图形学中用到的基本数学概念、图形文件格式及OpenGL的相关内容等。
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目錄:
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Contents
1 A Survey of Computer Graphics 25
1-1 Graphs and Charts 26
1-2 Computer-Aided Design 26
1-3 Virtual-Reality Environments 28
1-4 Data Visualizations 28
1-5 Education and Training 29
1-6 Computer Art 29
1-7 Entertainment 30
1-8 Image Processing 31
1-9 Graphical User Interfaces 31
1-10 Summary 32
2 Computer Graphics Hardware 33
2-1 Video Display Devices 34
Refresh Cathode-Ray Tubes 34
Raster-Scan Displays 37
Random-Scan Displays 39
Color CRT Monitors 40
Flat-Panel Displays 42
Three-Dimensional Viewing Devices 44
Stereoscopic and Virtual-Reality Systems 45
2-2 Raster-Scan Systems 46
Video Controller 46
Raster-Scan Display Processor 48
2-3 GraphicsWorkstations and Viewing Systems 49
2-4 Input Devices 50
Keyboards, Button Boxes, and Dials 50
Mouse Devices 50
Trackballs and Spaceballs 51
Joysticks 51
Data Gloves 52
Digitizers 52
Image Scanners 53
Touch Panels 53
Light Pens 54
Voice Systems 54
2-5 Hard-Copy Devices 54
2-6 Graphics Networks 56
2-7 Graphics on the Internet 56
2-8 Summary 57
3 Computer Graphics Software 59
3-1 Coordinate Representations 60
3-2 Graphics Functions 61
3-3 Software Standards 62
3-4 Other Graphics Packages 63
3-5 Introduction to OpenGL 64
Basic OpenGL Syntax 64
Related Libraries 64
Header Files 65
Display-Window Management Using GLUT 66
A Complete OpenGL Program 67
Error Handling in OpenGL 71
3-6 Summary 72
4 Graphics Output Primitives 75
4-1 Coordinate Reference Frames 76
Screen Coordinates 76
Absolute and Relative Coordinate Specifications 77
4-2 Specifying A Two-DimensionalWorld-
Coordinate Reference Frame in OpenGL 78
4-3 OpenGL Point Functions 79
4-4 OpenGL Line Functions 81
4-5 OpenGL Curve Functions 82
4-6 Fill-Area Primitives 83
4-7 Polygon Fill Areas 84
Polygon Classifications 85
Identifying Concave Polygons 85
Splitting Concave Polygons 86
Splitting a Convex Polygon into a Set of Triangles 87
Inside-Outside Tests 87
Polygon Tables 90
Plane Equations 91
Front and Back Polygon Faces 92
4-8 OpenGL Polygon Fill-Area Functions 94
4-9 OpenGL Vertex Arrays 100
4-10 Pixel-Array Primitives 102
4-11 OpenGL Pixel-Array Functions 103
OpenGL Bitmap Function 103
OpenGL Pixmap Function 105
OpenGL Raster Operations 106
4-12 Character Primitives 107
4-13 OpenGL Character Functions 109
4-14 Picture Partitioning 110
4-15 OpenGL Display Lists 111
Creating and Naming an OpenGL Display List 111
Executing OpenGL Display Lists 112
Deleting OpenGL Display Lists 113
4-16 OpenGL Display-Window Reshape Function 113
4-17 Summary 116
5 Attributes of Graphics
Primitives 129
5-1 OpenGL State Variables 130
5-2 Color and Grayscale 130
RGB Color Components 130
Color Tables 131
Grayscale 132
Other Color Parameters 133
5-3 OpenGL Color Functions 133
The OpenGL RGB and RGBA Color Modes 133
OpenGL Color-Index Mode 134
OpenGL Color Blending 135
OpenGL Color Arrays 136
Other OpenGL Color Functions 138
5-4 Point Attributes 139
5-5 OpenGL Point-Attribute Functions 139
5-6 Line Attributes 139
Line Width 139
Line Style 140
Pen and Brush Options 140
5-7 OpenGL Line-Attribute Functions 141
OpenGL Line-Width Function 141
OpenGL Line-Style Function 141
Other OpenGL Line Effects 143
5-8 Curve Attributes 143
5-9 Fill-Area Attributes 144
Fill Styles 144
Color-Blended Fill Regions 145
5-10 OpenGL Fill-Area Attribute Functions 145
OpenGL Fill-Pattern Function 145
OpenGL Texture and Interpolation Patterns 146
OpenGL Wire-Frame Methods 147
OpenGL Front-Face Function 150
5-11 Character Attributes 150
5-12 OpenGL Character-Attribute Functions 153
5-13 OpenGL Antialiasing Functions 153
5-14 OpenGL Query Functions 154
5-15 OpenGL Attribute Groups 155
5-16 Summary 155
6 Implementation Algorithms for Graphics Primitives and Attributes 161
6-1 Line-Drawing Algorithms 162
Line Equations 162
DDA Algorithm 163
Bresenham’s Line Algorithm 164
Displaying Polylines 168
6-2 Parallel Line Algorithms 168
6-3 Setting Frame-Buffer Values 170
6-4 Circle-Generating Algorithms 171
Properties of Circles 171
Midpoint Circle Algorithm 173
6-5 Ellipse-Generating Algorithms 177
Properties of Ellipses 177
Midpoint Ellipse Algorithm 178
6-6 Other Curves 184
Conic Sections 185
Polynomials and Spline Curves 186
6-7 Parallel Curve Algorithms 187
6-8 Pixel Addressing and Object Geometry 187
Screen Grid Coordinates 188
Maintaining Geometric Properties of Displayed Objects 188
6-9 Attribute Implementations for Straight-Line Segments and Curves 190
Line Width 190
Line Style 192
Pen and Brush Options 193
Curve Attributes 194
6-10 General Scan-Line Polygon-Fill Algorithm 195
6-11 Scan-Line Fill of Convex Polygons 199
6-12 Scan-Line Fill for Regions with Curved Boundaries 200
6-13 Fill Methods for Areas with Irregular Boundaries 200
Boundary-Fill Algorithm 200
Flood-Fill Algorithm 204
6-14 Implementation Methods for Fill Styles 204
Fill Styles 205
Color-Blended Fill Regions 205
6-15 Implementation Methods for Antialiasing 207
Supersampling Straight-Line Segments 208
Subpixel Weighting Masks 210
Area Sampling Straight-Line Segments 210
Filtering Techniques 210
Pixel Phasing 210
Compensating for Line-Intensity Differences 211
Antialiasing Area Boundaries 212
6-16 Summary 214
7 Two-Dimensional Geometric Transformations 219
7-1 Basic Two-Dimensional Geometric Transformations 220
Two-Dimensional Translation 220
Two-Dimensional Rotation 222
Two-Dimensional Scaling 224
7-2 Matrix Representations and
Homogeneous Coordinates 225
Homogeneous Coordinates 226
Two-Dimensional Translation Matrix 227
Two-Dimensional Rotation Matrix 227
Two-Dimensional Scaling Matrix 227
7-3 Inverse Transformations 228
7-4 Two-Dimensional Composite Transformations 228
Composite Two-Dimensional Translations 229
Composite Two-Dimensional Rotations 229
Composite Two-Dimensional Scalings 229
General Two-Dimensional Pivot-Point Rotation 230
General Two-Dimensional Fixed-Point Scaling 230
General Two-Dimensional Scaling Directions 231
Matrix Concatenation Properties 232
General Two-Dimensional Composite Transformations and Computational
Efficiency 233
Two-Dimensional Rigid-Body Transformation 234
Constructing Two-Dimensional Rotation Matrices 235
Two-Dimensional Composite-Matrix Programming Example 235
7-5 Other Two-Dimensional Transformations 240
Reflection 240
Shear 242
7-6 Raster Methods for Geometric Transformations 244
7-7 OpenGL Raster Transformations 245
7-8 Transformations between Two-Dimensional Coordinate Systems 246
7-9 OpenGL Functions for Two-Dimensional Geometric Transformations 248
Basic OpenGL Geometric Transformations 248
OpenGL Matrix Operations 250
7-10 OpenGL Geometric-Transformation Programming Examples 252
7-11 Summary 253
8 Two-Dimensional Viewing 257
8-1 The Two-Dimensional Viewing Pipeline 258
8-2 The ClippingWindow 259
Viewing-Coordinate Clipping Window 260
World-Coordinate Clipping Window 260
8-3 Normalization and Viewport Transformations 261
Mapping the Clipping Window into a Normalized Viewport 261
Mapping the Clipping Window into a Normalized Square 263
Display of Character Strings 265
Split-Screen Effects and Multiple Output Devices 265
8-4 OpenGL Two-Dimensional Viewing Functions 265
OpenGL Projection Mode 265
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