《计算机图形学 C语言版 第2版》求取 ⇩

1 A Survey of Computer Graphics2

1-1 Computer-Aided Design4

1-2 Presentation Graphics11

1-3 Computer Art13

1-4 Entertainment18

1-5 Education and Training21

1-6 Visualization25

1-7 Image Processing32

1-8 Graphical User Interfaces34

2 Overview of Graphics Systems35

2-1 Video Display Devices36

Refresh Cathode-Ray Tubes37

Raster-Scan Displays40

Random-Scan Displays41

Color CRT Monitors42

Direct-View Storage Tubes45

Flat-Panel Displays45

Three-Dimensional Viewing Devices49

Stereoscopic and Virtual-Reality Systems50

2-2 Raster-Scan Systems53

Video Controller53

Raster-Scan Display Processor55

2-3 Random-Scan Systems56

2-4 Graphics Monitors and Workstations57

2-5 Input Devices60

Keyboards61

Mouse61

Joysticks63

Trackball and Spaceball63

Data Glove64

Digitizers64

Image Scanners67

Touch Panels68

Light Pens70

Voice Systems70

2-6 Hard-Copy Devices72

2-7 Graphics Software75

Coordinate Representations76

Graphics Functions77

Software Standards78

PHIGS Workstations79

Summary79

Exercises81

References81

3 Output Primitives83

3-1 Points and Lines84

3-2 Line-Drawing Algorithms86

DDA Algorithm87

Bresenham s Line Algorithm88

Parallel Line Algorithms92

3-3 Loading the Frame Buffer94

3-4 Line Function95

3-5 Circle-Generating Algorithms97

Properties of Circles97

Midpoint Circle Algorithm98

3-6 Ellipse-Generating Algorithms102

Properties of Ellipses102

Midpoint Ellipse Algorithm103

3-7 Other Curves110

Conic Sections110

Polynomials and Spline Curves112

3-8 Parallel Curve Algorithms112

3-9 Curve Functions113

3-10 Pixel Addressing and Object Geometry114

Screen Grid Coordinates114

Maintaining Geometric Properties of Displayed Objects114

3-11 Filled-Area Primitives117

Scan-Line Polygon Fill Algorithm117

Inside-Outside Tests125

Scan-Line Fill of Curved Boundary Areas126

Boundary-Fill Algorithm127

Flood-Fill Algorithm130

3-12 Fill-Area Functions131

3-13 Cell Array131

3-14 Character Generation131

Summary134

Applications136

References140

Exercises140

4 Attributes of Output Primitives143

4-1 Line Attributes144

Line Type144

Line Width146

Pen and Brush Options149

Line Color149

4-2 Curve Attributes152

4-3 Color and Grayscale Levels154

Color Tables155

Grayscale157

4-4 Area-Fill Attributes158

Fill Styles158

Pattern Fill159

Soft Fill162

4-5 Character Attributes163

Text Attributes163

Marker Attributes167

4-6 Bundled Attributes168

Bundled Line Attributes168

Bundled Area-Fill Attributes169

Bundled Text Attributes169

4-7 Inquiry Functions170

Bundled Marker Attributes170

4-8 Antialiasing171

Supersampling Straight Line Segments172

Pixel-Weighting Masks174

Area Sampling Straight Line Segments174

Filtering Techniques174

Pixel Phasing175

Compensating for Line Intensity Differences175

Antialiasing Area Boundaries176

Summary178

References180

Exercises180

5 Two-Dimensional Geometric Transformations183

5-1 Basic Transformations184

Translation184

Rotation186

Scaling187

5-2 Matrix Representations and Homogeneous Coordinates188

5-3 Composite Transformations191

Translations191

Rotations191

Scalings192

General Pivot-Point Rotation192

General Fixed-Point Scaling193

General Scaling Directions193

Concatenation Properties194

General Composite Transformations and Computational Efficiency195

5-4 Other Transformations201

Reflection201

Shear203

5-5 Transformations Between Coordinate Systems205

5-6 Affine Transformations208

5-7 Transformation Functions208

5-8 Raster Methods for Transformations210

Summary212

References213

Exercises213

6 Two-Dimensional Viewing216

6-1 The Viewing Pipeline217

6-2 Viewing Coordinate Reference Frame219

6-3 Window-to-Viewport Coordinate Transformation220

6-4 Two-Dimensional Viewing Functions222

6-5 Clipping Operations224

6-7 Line Clipping225

6-6 Point Clipping225

Cohen-Sutherland Line Clipping226

Liang-Barsky Line Clipping230

Nicholl-Lee-Nicholl Line Clipping233

Line Clipping Using Nonrectangular Clip Windows235

Splitting Concave Polygons235

6-8 Polygon Clipping237

Sutherland-Hodgeman Polygon Clipping238

Weiler-Atherton Polygon Clipping242

Other Polygon-Clipping Algorithms243

6-9 Curve Clipping244

6-10 Text Clipping244

6-11 Exterior Clipping245

Summary245

Exercises248

References248

7 Structures and Hierarchical Modeling250

7-1 Structure Concepts250

Basic Structure Functions250

Setting Structure Attributes253

7-2 Editing Structures254

Structure Lists and the Element Pointer255

Setting the Edit Mode256

Inserting Structure Elements256

Replacing Structure Elements257

Deleting Structure Elements257

Labeling Structure Elements258

Copying Elements from One Structure to Another260

7-3 Basic Modeling Concepts260

Model Representations261

Symbol Hierarchies262

Modeling Packages263

7-4 Hierarchical Modeling with Structures265

Local Coordinates and Modeling Transformations265

Modeling Transformations266

Structure Hierarchies266

Summary268

References269

Exercises269

8 Graphical User Interfaces and Interactive Input Methods271

8-1 The User Dialogue272

Windows and Icons273

Accommodating Multiple Skill Levels273

Backup and Error Handling274

Consistency274

Minimizing Memorization274

Feedback275

8-2 Input of Graphical Data276

Logical Classification of Input Devices276

Locator Devices277

Stroke Devices277

String Devices277

Valuator Devices277

Choice Devices279

Pick Devices279

8-3 Input Functions281

Input Modes281

Locator and Stroke Input in Request Mode282

Request Mode282

String Input in Request Mode283

Valuator Input in Request Mode284

Choice Input in Request Mode284

Pick Input in Request Mode284

Sample Mode285

Event Mode285

Concurrent Use of Input Modes287

8-4 Initial Values for Input-Device Parameters287

8-5 Interactive Picture-Construction Techniques288

Basic Positioning Methods288

Constraints288

Grids289

Rubber-Band Methods290

Gravity Field290

Dragging291

Painting and Drawing291

8-6 Virtual-Reality Environments292

Summary293

References294

Exercises294

9 Three-Dimensional Concepts296

9-1 Three-Dimensional Display Methods297

Parallel Projection298

Perspective Projection299

Depth Cueing299

Visible Line and Surface Identification300

Surface Rendering300

Exploded and Cutaway Views300

Three-Dimensional and Stereoscopic Views300

9-2 Three-Dimensional Graphics Packages302

10 Three-Dimensional Object Representations304

10-1 Polygon Surfaces305

Polygon Tables306

Plane Equations307

Polygon Meshes309

10-2 Curved Lines and Surfaces310

10-3 Quadric Surfaces310

Sphere311

Ellipsoid311

Torus311

10-4 Superquadrics312

Superellipse312

Superellipsoid313

10-5 Blobby Objects314

10-6 Spline Representations315

Interpolation and Approximation Splines316

Parametric Continuity Conditions317

Geometric Continuity Conditions318

Spline Specifications319

10-7 Cubic Spline Interpolation Methods320

Natural Cubic Splines321

Hermite Interpolation322

Cardinal Splines323

Kochanek-Bartels Splines325

10-8 Bézier Curves and Surfaces327

Bézier Curves327

Properties of Bézier Curves329

Design Techniques Using Bézier Curves330

Cubic Bézier Curves331

Bézier Surfaces333

10-9 B-Spline Curves and Surfaces334

B-Spline Curves335

Uniform,Periodic B-Splines336

Cubic,Periodic B-Splines339

Open,Uniform B-Splines341

Nonuniform B-Splines344

B-Spline Surfaces344

10-10 Beta-Splines345

Beta-Spline Continuity Conditions345

Cubic,Periodic Beta-Spline Matrix Representation346

10-11 Rational Splines347

10-12 Conversion Between Spline Representations349

Forward-Difference Calculations351

10-13 Displaying Spline Curves and Surfaces351

Horner s Rule351

Subdivision Methods353

10-14 Sweep Representations355

10-15 Constructive Solid-Geometry Methods356

10-16 Octrees359

10-17 BSP Trees362

10-18 Fractal Ceometry Methods362

Fractal-Generation Procedures363

Classification of Fractals364

Fractal Dimension364

Geometric Construction of Deterministic Self-Similar Fractals367

Geometric Construction of Statistically Self-Similar Fractals369

Affine Fractal-Construction Methods372

Random Midpoint-Displacement Methods373

Controlling Terrain Topography376

Self-Squaring Fractals378

Self-Inverse Fractals385

10-19 Shape Grammars and Other Procedural Methods387

10-20 Particle Systems390

10-21 Physically Based Modeling393

10-22 Visualization of Data Sets395

Visual Representations for Scalar Fields395

Visual Representations for Vector Fields400

Visual Representations for Tensor Fields401

Visual Representations for Multivariate Data Fields402

References404

Exercises404

Summary404

11 Three-Dimensional Geometric and Modeling Transformations407

11-1 Translation408

11-2 Rotation409

Coordinate-Axes Rotations409

General Three-Dimensional Rotations413

Rotations with Quaternions419

11-3 Scaling420

11-4 Other Transforrnations422

Reflections422

Shears423

11-5 Composite Transformations423

11-6 Three-Dimensional Transformation Functions425

11-7 Modeling and CoordinateTransformations426

References429

Summary429

Exercises430

12 Three-Dimensional Viewing431

12-1 Viewing Pipeline432

12-2 Viewing Coordinates433

Specifying the View Plane433

Transformation from World to Viewing Coordinates437

12-3 Projections438

Parallel Projections439

Perspective Projections443

12-4 View Volumes and General Projection Transformations447

General Parallel-Projection Transformations452

General Perspective-Projection Transformations454

12-5 Clipping456

Normalized View Volumes458

Viewport Clipping460

Clipping in Homogeneous Coordinates461

12-6 Hardware Implementations463

12-7 Three-Dimensional Viewing Functions464

Summary467

References468

Exercises468

13 Visible-Surface Detection Methods469

13-1 Classification of Visible-Surface Detection Algorithms470

13-2 Back-Face Detection471

13-3 Depth-Buffer Method472

13-4 A-Buffer Method475

13-5 Scan-Line Method476

13-6 Depth-Sorting Method478

13-7 BSP-Tree Method481

13-8 Area-Subdivision Method482

13-9 Octree Methods485

13-10 Ray-Casting Method487

13-11 Curved Surfaces488

Curved-Surface Representations488

Surface Contour Plots489

13-12 Wireframe Methods490

13-13 Visibility-Detection Functions490

Summary491

References492

Exercises492

14 Illumination Models and Surface-Rendering Methods494

14-1 Ligth Sources496

Ambient Light497

Diffuse Reflection497

14-2 Basic Illumination Models497

Specular Reflection and the Phong Model500

Combined Diffuse and Specular Reflections with Multiple Light Sources504

Warn Model504

Intensity Attenuation505

Color Considerations507

Transparency508

Shadows511

14-3 Displaying Light Intensities511

Assigning Intensity Levels512

Gamma Correction and Video Lookup Tables513

Displaying Continuous-Tone Images515

14-4 Halftone Patterns and Dithering Techniques516

Halftone Approximations516

Dithering Techniques519

Constant-Intensity Shading522

14-5 Polygon-Rendering Methods522

Gouraud Shading523

Phong Shading525

Fast Phong Shading526

14-6 Ray-Tracing Methods527

Basic Ray-Tracing Algorithm528

Ray-Surface Intersection Calculations531

Reducing Object-Intersection Calculations535

Space-Subdivision Methods535

Antialiased Ray Tracing538

Distributed Ray Tracing540

14-7 Radiosity Lighting Model544

Basic Radiosity Model544

Radiosty Method549

Progressive Refinement Radiosity Method549

14-8 Environment Mapping552

14-9 Adding Surface Detail553

Modeling Surface Detail with Polygons553

Texture Mapping554

Procedural Texturing Methods556

Bump Mapping558

Frame Mapping559

Summary560

References561

Exercises562

15 Color Models and Color Applications564

15-1 Properties of Light565

15-2 Standard Primaries and the Chromaticity Diagram568

CIE Chromaticity Diagram569

XYZ Color Model569

15-3 Intuitive Color Concepts571

15-4 RGB Color Model572

15-5 YIQ Color Model574

15-6 CMY Color Model574

15-7 HSV Color Model575

15-9 Conversion Between HSV and RGB Models578

15-9 HLS Color Model579

15-10 Color Selection and Applications580

Summary581

References581

Exercises582

16 Computer Animation583

16-1 Design of Animation Sequences584

16-3 Raster Animations586

16-2 General Computer-Animation Functions586

16-4 Computer-Animation Languages587

16-5 Key-Frame Systems588

Morphing588

Simulating Accelerations591

16-6 Motion Specifications594

Direct Motion Specification594

Goal-Directed Systems595

Kinematics and Dynamics595

Summary596

References597

Exercises597

A Mathematics for Computer Graphics599

Two-Dimensional Cartesian Reference Frames600

A-1 Coordinate -Reference Frames600

Polar Coordinates in the xy Plane601

Three-Dimensional Cartesian Reference Frames602

Three-Dimensional Curvilinear Coodinate Systems602

Solid Angle604

A-2 Points and Vectors605

Vector Addition and Scalar Multiplication607

Scalar Product of Two Vectors607

Vector Product of Two Vectors608

A-3 Basis Vectors and the Metric Tensor609

Orthonormal Basis609

Metric Tensor610

A-4 Matrices611

Matrix Multiplication612

Scalar Multiplication and Matrix Addition612

Matrix Transpose613

Determinant of a Matrix613

Matrix Inverse614

A-5 Complex Numbers615

A-6 Quaternions617

A-7 Nonparametric Representations618

A-8 Parametric Representations619

A-9 Numerical Methods620

Solving Sets of Linear Equations620

Finding Roots of Nonlinear Equations621

Evaluating Integrals622

Fitting Curves to Data Sets625

BIBLIOGRAPHY626

INDEX639

1998《计算机图形学 C语言版 第2版》由于是年代较久的资料都绝版了,几乎不可能购买到实物。如果大家为了学习确实需要,可向博主求助其电子版PDF文件(由(美)M.Pauline Baker 1998 北京:清华大学出版社 出版的版本) 。对合法合规的求助,我会当即受理并将下载地址发送给你。

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