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دانلود کتاب Computer Graphics: Principles and Practice

دانلود کتاب گرافیک رایانه ای: اصول و عمل

Computer Graphics: Principles and Practice

مشخصات کتاب

Computer Graphics: Principles and Practice

ویرایش:  
نویسندگان: , , , , , ,   
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 

قیمت کتاب (تومان) : 58,000



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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.


توضیحاتی در مورد کتاب گرافیک رایانه ای: اصول و عمل

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.


توضیحاتی درمورد کتاب به خارجی

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.



فهرست مطالب

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




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