计算机图形学习题与解答

计算机图形学习题与解答
作 者: ZhiGang Xiang Roy Plastock
出版社: 机械工业出版社
丛编项: 英文版.第2版
版权说明: 本书为公共版权或经版权方授权,请支持正版图书
标 签: 图形学
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作者简介

暂缺《计算机图形学习题与解答》作者简介

内容简介

Scores of examples and problems allow students to hone their skills. Clear explanations of fundamental tasks facilitate students' understanding of important concepts. New! Chapters on shading models,shadow,and texture-including the Phong illumination model-explain the latest techniques and tools for achieving photorealism in computer graphics. Master the fundamentals of computer graphics with Schaum's -the high-performance study guide. It will help you cut study time,home problem-solving skills,and achieve your personal best on exams! Students love Schaum's Outlines because they produce results. Each year,hundreds of thousands of students improve their test scores and final grades with these indispensable study guides. Get the edge on your classmates. Use Schaum's!

图书目录

CHAPTER 1 INTRODUCTION

1.1 A Mini-survey

1.2 What's Ahead

CHAPTER 2 IMAGE REPRESENTATION

2.1 The RGB Color Model

2.2 Direct Coding

2.3 Lookup Table

2.4 Display Monitor

2.5 Printer

2.6 Image Files

2.7 Settign the Color Attribute of Pixels

2.8 Example:Visualizing the Mandelbrot Set

CHAPTER 3 SCAN CONVERSION

3.1 Scan-Converting a Point

3.2 Scan-Converting a Line

3.3 Scan-Converting a Circle

3.4 Scan-Converting an Ellipse

3.5 Scan-Converting Arcs and Sectors

3.6 Scan-Converting a Rectangle

3.7 Region Filling

3.8 Scan-Converting a Character

3.9 Anti-Aliasing

3.10 Example:Recursively Defined Drawings

CHAPTER 4 TWO-DIMENSIONAL TRANSFORMATIONS

4.1 Geometric Transformations

4.2 Coordinate Transformations

4.3 Composite Transformations

4.4 Instance Transformations

CHAPTER 5 TWO-DIMENSIONAL VIEWING AND CLIPPING

5.1 Window-to-Viewport Mapping

5.2 Point Clipping

5.3 Line Clipping

5.4 Polygon Clipping

5.5 Example:A 2D Graphics Pipeline

CHAPTER 6 THREE-DIMENSIONAL TRANSFORMATIONS

6.1 Geometric Transformations

6.2 Coordinate Transformations

6.3 Composite Transformations

6.4 Instance Transformations

CHAPTER 7 MATHEMATICS OF PROJECTION

7.1 Taxonomy of Projection

7.2 Perspective Projection

7.3 Parallel Projection

CHAPTER 8 THREE-DIMENSIONAL VIEWING AND CLIPPING

8.1 Three-Dimensional Viewing

8.2 Clipping

8.3 Viewing Transformation

8.4 Example:A 3D Graphics Pipeline

CHAPTER 9 GEOMETRIC REPRESENTATIONS

9.1 Simple Geometric Forms

9.2 Wireframe Models

9.3 Curved Surfaces

9.4 Curve Design

9.5 Polynomial Basis Functions

9.6 The Problem of Interpolation

9.7 The Problem of Approximation

9.8 Curved-Surface Design

9.9 Transforming Curves and Surfaces

9.10 Quadric Surfaces

9.11 Example:Terrain Generation

CHAPTER 10 HIDDEN SURFACES

10.1 Depth Comparisons

10.2 Z-Buffer Algorithm

10.3 Back-Face Removal

10.4 The Painter's Algorithm

10.5 Scan-Line Algorithm

10.6 Subdivision Algorithm

10.7 Hidden-Line Elimination

10.8 The Rendering of Mathematical Surfaces

CHAPTER 11 COLOR AND SHADING MODELS

11.1 Light and Color

11.2 The Phong Model

11.3 Interpolative Shading Methods

11.4 Texture

CHAPTER 12 RAY TRACING

12.1 The Pinhole Camera

12.2 A Recursive Ray-Tracer

12.3 Parametric Vector Representation of a Ray

12.4 Ray-Surface Intersection

12.5 Execution Effciency

12.6 Anti-Aliasing

12.7 Additional Visual Effects

Appendix 1 MATHEMATICS FOR TWO-DIMENSIONAL COMPUTER GRAPHICS

A1.1 The Two-Dimensional Cartesian Coordinate System

A1.2 The Polar Coordinate System

A1.3 Vectors

A1.4 Matrices

A1.5 Functions and Transformations

Appendix 2 MATHEMATICS FOR THREE-DIMENSIONAL COMPUTER GRAPHICS

A2.1 Three-Dimensional Cartesian Coordinates

A2.2 Curves and Surfaces in Three Dimensions

A2.3 Vectors in Three Dimensions

A2.4 Homogeneous Coordinates

ANSWERS TO SUPPLEMENTARY PROBLEMS

INDEX