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ویرایش: نویسندگان: James D. Foley, Foley Dan Van, Andries Van Dam, Steven K. Feiner, John F. Hughes, Edward Angel, J. Hughes سری: ISBN (شابک) : 0201848406, 9780201848403 ناشر: Addison-Wesley Professional سال نشر: 1996 تعداد صفحات: 1251 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 29 مگابایت
در صورت تبدیل فایل کتاب Computer Graphics: Principles and Practice به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب گرافیک رایانه ای: اصول و عمل نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
با ترکیب منحصر به فرد مفاهیم و برنامه های کاربردی در گرافیک کامپیوتری، چهار نویسنده مشهور در اینجا جامع ترین، معتبرترین و به روزترین پوشش این حوزه را ارائه می دهند. الگوریتمهای مهم در گرافیکهای دوبعدی و سهبعدی برای پیادهسازی آسان، از جمله نگاهی دقیق به موارد خاص ظریفتر، با جزئیات مشخص شدهاند. همچنین ارائه کاملی از اصول ریاضی تبدیلات هندسی و مشاهده وجود دارد.
By uniquely combining concepts and practical applications in computer graphics, four well-known authors provide here the most comprehensive, authoritative, and up-to-date coverage of the field. The important algorithms in 2D and 3D graphics are detailed for easy implementation, including a close look at the more subtle special cases. There is also a thorough presentation of the mathematical principles of geometric transformations and viewing.
CHAPTER 1: INTRODUCTION 1.1 Image Processing as Picture Analysis 1.2 The Advantages of Interactive Graphics 1.3 Representative Uses of Computer Graphics 1.4 Classification of Applications 1.5 Development of Hardware and Software for Computer Graphics 1.6 Conceptual Framework for Interactive Graphics 1.7 Summary Exercises CHAPTER 2: PROGRAMMING IN THE SIMPLE RASTER GRAPHICS PACKAGE (SRGP) 2.1 Drawing with SRGP 2.2 Basic Interaction Handling 2.3 Raster Graphics Features 2.4 Limitations of SRGP 2.5 Summary Exercises CHAPTER 3: BASIC RASTER GRAPHICS ALGORITHMS FOR DRAWING 2D PRIMITIVES 3.1 Overview 3.2 Scan Converting Lines 3.3 Scan Converting Circles 3.4 Scan Converting Ellipses 3.5 Filling Rectangles 3.6 Filling Polygons 3.7 Filling Ellipse Arcs 3.8 Pattern Filling 3.9 Thick Primitives 3.10 Line Style and Pen Style 3.11 Clipping in a Raster World 3.12 Clipping Lines 3.13 Clipping Circles and Ellipses 3.14 Clipping Polygons 3.15 Generating Characters 3.16 SRGP_copyPixel 3.17 Antialiasing 3.18 Summary Exercises CHAPTER 4: GRAPHICS HARDWARE 4.1 Hardcopy Technologies 4.2 Display Technologies 4.3 Raster-Scan Display Systems 4.4 The Video Controller 4.5 Random-Scan Display Processor 4.6 Input Devices for Operator Interaction 4.7 Image Scanners Exercises CHAPTER 5: GEOMETRICAL TRANSFORMATIONS 5.1 2D Transformations 5.2 Homogeneous Coordinates and Matrix Representation of 2D Transformations 5.3 Composition of 2D Transformations 5.4 The Window-to-Viewport Transformations 5.5 Efficiency 5.6 Matrix Representation of 3D Transformations 5.7 Composition of 3D Transformations 5.8 Transformations as a Change in Coordinate System Exercises CHAPTER 6: VIEWING IN 3D 6.1 Projections 6.2 Specifying an Arbitrary 3D View 6.3 Examples of 3D Viewing 6.4 The Mathematics of Planar Geometric Projections 6.5 Implementing Planar Geometric Projections 6.6 Coordinate Systems Exercises CHAPTER 7: OBJECT HIERARCHY AND SAMPLE PHIGS (SPHIGS) 7.1 Geometric Modeling 7.2 Characteristics of Retained-Mode Graphics Packages 7.3 Defining and Displaying Structures 7.4 Modeling Transformations 7.5 Hierarchical Structure Networks 7.6 Matrix Composition in Display Traversal 7.7 Appearance-Attribute Handling in Hierarchy 7.8 Screen Updating and Rendering Modes 7.9 Structure Network Editing for Dynamic Effects 7.10 Interaction 7.11 Additional Output Features 7.12 Implementation Issues 7.13 Optimizing Display of Hierarchical Models 7.14 Limitations of Hierarchical Modeling in PHIGS 7.15 Alternative Forms of Hierarchical Modeling 7.16 Summary Exercises CHAPTER 8: INPUT DEVICES, INTERACTION TECHNIQUES, AND INTERACTION TASKS 8.1 Interaction Hardware 8.2 Basic lnteraction Tasks 8.3 Composite Interaction Tasks Exercises CHAPTER 9: DIALOGUE DESIGN 9.1 The Form and Content of User-Computer Dialogues 9.2 User-Interface Styles 9.3 Important Design Considerations 9.4 Modes and Syntax 9.5 Visual Design 9.6 The Design Methodology Exercises CHAPTER 10: USER INTERFACE SOFTWARE 10.1 Basic Interaction-Handling Models 10.2 Window-Management Systems 10.3 Output Handling in Window Systems 10.4 Input Handling in Window Systems 10.5 Interaction-Technique Toolkit 10.6 User-Interface Management Systems Exercises CHAPTER 11: REPRESENTING CURVES AND SURFACES 11.1 Polygon Meshes 11.2 Parametric Cubic Curves 11.3 Parametric Bicubic Surfaces 11.4 Quadric Surfaces 11.5 Summary Exercises CHAPTER 12: SOLID MODELING 12.1 Representing Solids 12.2 Regularized Boolean Set Operations 12.3 Primitive Instancing 12.4 Sweep Representations 12.5 Boundary Representations 12.6 Spatial-Partitioning Representations 12.7 Constructive Solid Geometry 12.8 Comparison of Representations 12.9 User Interfaces for Solid Modeling 12.10 Summary Exercises CHAPTER 13: ACHROMATIC AND COLORED LIGHT 13.1 Achromatic Light 13.2 Chromatic Color 13.3 Color Models for Raster Graphics 13.4 Reproducing Color 13.5 Using Color in Computer Graphics 13.6 Summary Exercises CHAPTER 14: THE QUEST FOR VISUA1 REALISM 14.1 Why Realism? 14.2 Fundamental Difficulties 14.3 Rendering Techniques for Line Drawings 14.4 Rendering Techniques for Shaded Images 14.5 Imposed Object Models 14.6 Dynamics 14.7 Stereopsis 14.8 Improved Displays 14.9 Interacting with Our Other Senses 14.10 Aliasing and Antialiasing 14.11 Summary Exercises CHAPTER 15: VISIBLE-SURFACE DETERMINATION 15.1 Functions of Two Variables 15.2 Techniques for Efficient Visible-Surface Algorithms 15.3 Algorithms for Visible-Line Determination 15.4 The z-Buffer Algorithm 15.5 List-Priority Algorithms 15.6 Scan-Line Algorithms 15.7 Area-5ubdivision Algorithms 15.8 Algorithms for Octrees 15.9 Algorithms for Curved Surfaces 15.10 Visible-Surface Ray Tracing 15.11 Summary Exercises CHAPTER 16: ILLUMINATION AND SHADING 16.1 Illumination Models 16.2 Shading Models for Polygons 16.3 Surface Detail 16.4 Shadows 16.5 Transparency 16.6 Interobject Reflections 16.7 Physically Based Illumination Models 16.8 Extended Light Sources 16.9 Spectral Sampling 16.10 Improving the Camera Model 16.11 Global Illumination Algorithms 16.12 Recursive Ray Tracing 16.13 Radiosity Methods 16.14 The Rendering Pipeline 16.15 Summary Exercises CHAPTER 17: IMAGE MANIPULATION AND STORAGE 17.1 What Is an Image? 17.2 Filtering 17.3 Image Processing 17.4 Geometric Transformations of Images 17.5 Multipass Transformations 17.6 Image Compositing 17.7 Mechanisms for Image Storage 17.8 Special Effects with Images 17.9 Summary Exercises CHAPTER 18: ADVANCED RASTER GRAPHICS ARCHITECTURE 18.1 Simple Raster-Display System 18.2 Display-Processor Systems 18.3 Standard Graphics Pipeline 18.4 Introduction to Multiprocessing 18.5 Pipeline Front-End Architecture 18.6 Parallel Front-End Architectures 18.7 Multipn???ceasor Rasterization Architectures 18.8 Image-Parallel Rasterization 18.9 Object-Parallel Rasterization 18.10 Hybrid-Parallel Rasterization 18.11 Enhanced Display Capabilities 18.12 Summary Exercises CHAPTER 19: ADVANCED GEOMETRIC AND RASTER ALGORITHMS 19.1 Clipping 19.2 Scan-Converting Primitives 19.3 Antialiasing 19.4 The Special Problems of Text 19.5 Filling Algorithms 19.6 Making copyPixel Fast 19.7 The Shape Data Structure and Shape Algebra 19.8 Managing Windows with bitBlt 19.9 Page-Description Languages 19.10 Summary Exercises CHAPTER 20: ADANCED MODELING TECHNIQUES 20.1 Extensions of Prestons Techniques 20.2 Procedural Models 20.3 Fractal Models 20.4 Grammar-Based Models 20.5 Particle Systems 20.6 Volume Rendering 20.7 Physically Based Modeling 20.8 Special Mo4els for Natural and Synthetic Objects 20.9 Automating Object Placement 20.10 Summary Exercises CHAPTER 21: ANIMATION 21.1 Conventional and Computer-Assisted Animation 21.2 Animation Languages 21.3 Methods of Controlling Animation 21.4 Basic Rules of Animation 21.5 Problems Peculiar to Animation 21.6 Summary Exercises APPENDIX: MATHEMATICS FOR COMPUTER GRAPHICS A.1 Vector Spaces and Affine Spaces A.2 Some Standard Constructions in Vector Spaces A.3 Dot Products and Distances A.4 Matrices A.5 Linear and Affine Transformations A.6 Eigenvalues and Eigenvectors A.7 Newton-Rapshson Iteration for Root Finding Exercises BIBLIOGRAPHY INDEX