MARC全文
02h0039078 20140227111040.0 131111s2012 enka frb |001|||eng d 978-0-262-01735-0(hdk.) : CNY338.00 DLC eng DLC YDX ; BTCTA ; UKMGB ; OCLCO ; BDX ; YDXCP ; MYG ; CDX ; PUL ; MYG ; OCLCF ; COO ; CNNGL T385 .G658 2012 006.6/93 23 a847.8 aTP391.41 Gortler, Steven J. (Steven Jacob), 1966- Foundations of 3D computer graphics / Steven J. Gortler. Cambridge, MA : MIT Press, c2012. xvi, 273 p. : ill. (chiefly col.) ; 24 cm. Includes bibliographical references (p. 267-270) and index. 1. ; 2. ; 3. ; 4. ; 5. ; 6. ; 7. ; 8. ; 9. ; 10. ; 11. ; 12. ; 13. ; 14. ; 15. ; 16. ; 17. ; 18. ; 19. ; 20. ; 21. ; 22. ; 23. ; appendix A. ; appendix B. Introduction -- ; Linear -- ; Affine -- ; Respect -- ; Frames in graphics -- ; Hello world 3D -- ; Quaternions (a bit technical) -- ; Balls, track and arc -- ; Smooth interpolation -- ; Projection -- ; Depth -- ; From vertex to pixel -- ; Varying variables (tricky) -- ; Materials -- ; Texture mapping -- ; Sampling -- ; Reconstruction -- ; Resampling -- ; Color -- ; What is ray tracing? -- ; Light (technical) -- ; Geometric modeling, basic intro -- ; Animation, not even an introduction -- ; Hello world 2D -- ; Affine functions. Computer graphics technology is an amazing success story. Today, all of our PCs are capable of producing high-quality computer-generated images, mostly in the form of video games and virtual-life environments; every summer blockbuster movie includes jaw-dropping computer generated special effects. This book explains the fundamental concepts of 3D computer graphics. It introduces the basic algorithmic technology needed to produce 3D computer graphics, and covers such topics as understanding and manipulating 3D geometric transformations, camera transformations, the image-rendering process, and materials and texture mapping. It also touches on advanced topics including color representations, light simulation, dealing with geometric representations, and producing animated computer graphics. The book takes special care to develop an original exposition that is accessible and concise but also offers a clear explanation of the more difficult and subtle mathematical issues. The topics are organized around a modern shader-based version of OpenGL, a widely used computer graphics application programming interface that provides a real-time "rasterization-based" rendering environment. Each chapter concludes with exercises. The book is suitable for a rigorous one-semester introductory course in computer graphics for upper-level undergraduates or as a professional reference. Readers should be moderately competent programmers and have had some experience with linear algebra. After mastering the material presented, they will be on the path to expertise in an exciting and challenging field. Computer graphics. ; Three-dimensional display systems. aCN b010001 http://mitpress-ebooks.mit.edu/product/foundations-3d-computer-graphics 010001 EB00073722 lxl1305 h1 ; rCNY338.00 847.8 G68