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[美] 安吉尔 (Angel,E.) 著 / 电子工业出版社 / 2008-09 / 平装
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国外计算机科学教材系列·交互式计算机图形学:基于OpenGL的自顶向下方法(第5版)(英文版)
覆盖了计算机图形学基础课程中的所有主题,包括光与材质的相互作用、明暗绘制、建模、曲线和曲面、反走样、光栅化、纹理映射和图像合成等内容。
在广泛结合OpenGL并注重图形应用编程的基础上,《交互式计算机图形学:基于OpenGL的自顶向下方法(第5版)(英文版)》向读者介绍了计算机图形学的核心概念。书中代码采用C和C++语言,并使用了自顶向下和面向编程的方法,使读者能够迅速地创建自己的三维图形。在结构安排上,《交互式计算机图形学:基于OpenGL的自顶向下方法(第5版)(英文版)》在读者学会了编写交互式图形程序之后再介绍底层的算法,如线段的绘制以及多边形填充等算法。
EdwardAngel,美国新墨西哥大学计算机科学系、电气与计算机工程系以及媒体艺术系荣誉退休教授,他曾经是该大学首位兼任教学工作的研究生。Edward获得了美国南加州大学获得哲学博士学位和加州理工学院工程理学士学位。他还是新墨西哥大学艺术、研究、技术和科学实验室的主任。
CHAPTER1GRAPHICSSYSTEMSANDMODELS1.1ApplicationsofComputerGraphics1.1.1DisplayofInformation1.1.2Design1.1.3SimulationandAnimation1.1.4UserInterfaces1.2AGraphicsSystem1.2.1PixelsandtheFrameBuffer1.2.2OutputDevices1.2.3InputDevices1.3Images:PhysicalandSynthetic1.3.1ObjectsandViewers1.3.2LightandImages1.3.3ImageFormationModels1.4ImagingSystems1.4.1ThePinholeCamera1.4.2TheHumanVisualSystem1.5TheSynthetic-CameraModel1.6TheProgrammersInterface1.6.1ThePen-PlotterModel1.6.2Three-DimensionalAPIs1.6.3ASequenceofImages1.6.4TheModeling-RenderingParadigm1.7GraphicsArchitectures1.7.1DisplayProcessors1.7.2PipelineArchitectures1.7.3TheGraphicsPipeline1.7.4VertexProcessing1.7.5ClippingandPrimitiveAssembly1.7.6Rasterization1.7.7FragmentProcessing1.8ProgrammablePipelines1.9PerformanceCharacteristicsSummaryandNotesSuggestedReadingsExercisesCHAPTER2GRAPHICSPROGRAMMING2.1TheSierpinskiGasket2.2ProgrammingTwo-DimensionalApplications2.2.1CoordinateSystems2.3TheOpenGLAPI2.3.1GraphicsFunctions2.3.2TheGraphicsPipelineandStateMachines2.3.3TheOpenGLInterface2.4PrimitivesandAttributes2.4.1PolygonBasics2.4.2PolygonTypesinOpenGL2,4.3Approximatin9aSphere2.4.4Text2.4.5CurvedObjects2.4.6Attributes2.5Color2.5.1RGBColor2.5.2IndexedColor2.5.3SettingofColorAttributes2.6Viewing2.6.1TheOrthographicView2.6.2Two-DimensionalViewing2.6.3MatrixModes2.7ControlFunctions2.7.1InteractionwiththeWindowSystem2.7.2AspectRatioandViewports2.7.3Themain,display,andmyinitFunctions2.7.4ProgramStructure2.8TheGasketProgram2.9PolygonsandRecursion2.10TheThree.DimensionalGasket2.1O.1UseofThreeDimensionalPoints2.10.2UseOfPolygonsinThreeDimensions2.10.3Hidden-SurfaceRemoval2.11PlottingImplicitFunctions2.11.1MarchingSquaresSummaryandNotesSuggestedReadingsExercisesCHAPTER3INPUTANDINTERACTION3.1Interaction3.2InputDevices3.2.1PhysicalInputDevices3.2.2LogicalDevices3.23InputModes3.3ClientsandServers3.4DisplayLists3.4.1DefinitionandExecutionofDisplayLists3.4.2TextandDisplayLists3.4.3FontsinGLUT3.5DisplayListsandModeling3.6ProgrammingEventDrivenInput3.6.1UsingthePointingDevice3.6.2WindowEvents3.6.3KeyboardEvents3.6.4TheDisplayandIdleCallbacks3.6.SWindowManagement3.7Menus3.8Picking3.8.1PickingandSelectionMode3.9ASimpleCADProgram3.10BuildingInteractiveModels3.11AnimatingInteractivePrograms3.11.1TheRotatingSquare3.11.2DoubleBuffering3.11.3UsingaTimer3.12DesignofInteractivePrograms3.12.1Toolkits.Widgets.andtheFrameBuffer3.13LogicOperations3.13.1DrawingErasableLines3.13.2XORandColor3.13.3CursorsandOverlayPlanesSummaryandNotesSuggestedReadingsExercisesCHAPTER4GEOMTRICOBJECTSANDTRANSFORMATIONS4.1Scalars,Points.andVectors4.1.1GeometricObjects4.1.2Coordinate.FreeGeometry4.1.3TheMathematicalView:VectorandAffineSpaces4.1.4TheComputerScienceView4.1.5GeometricADTs4.1.6Lines4.1.7AffjneSums4.1.8Convexity4.1.9DotandCrossProducts4.2Three-DimensionaIPrimitives4.3CoordinateSystemsandFrames4.3.1RepresentationsandN.Tuples4.3.2ChangeofCoordinateSystems4.3.3ExampleChangeofRepresentation4.3.4HomogeneousCoordinates4.3.5ExampleChangeinFrames4.3.6WorkingwithRepresentations4.4Framesin0penGL4.5ModelingaColoredCube4.5.1ModelingtheFaces4.5.2Inward-andOutward.PointingFaces4.5.3DataStructuresforObjectRepresentation4.5.4TheColorCube4.5.5BilinearInterpolation4.5.6VertexArrays4.6AffineTransformations4.7Translation,Rotation-andScaling4.7.1Translation4.7.2RotationCHAPTER5VIEWINGCHAPTER6LIGHTINGANDSHADINGCHAPTER7FROMVERTICESTOFRAGMENTSCHAPTER8DISCRETETECHNIQUESCHAPTER9PROGRAMMABLESHADERS
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