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Hughes, John F., 1955-
Subjects
Computer graphics.
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Hughes, John F., 1955-
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Computer graphics : ...
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Computer graphics : principles and practice / John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, Kurt Akeley.
by
Hughes, John F., 1955-
Subjects
Computer graphics.
ISBN:
9780321399526 (hardcover : alk. paper)
0321399528 (hardcover : alk. paper)
Description:
xivii, 1209 pages : illustrations (colour) ; 26 cm
Edition:
Third edition.
Contents:
Introduction : A brief history ; An illuminating example ; Goals, resources, and appropriate abstractions ; Some numbers and orders of magnitude in graphics ; The graphics pipeline ; Relationship of graphics to art, design, and perception ; Basic graphics systems ; Polygon drawing as a black box ; Interaction in graphics systems ; Different kinds of graphics applications ; Different kinds of graphics packages ; Building blocks for realistic rendering: a brief overview ; Learning computer graphics -- Introduction to 2D graphics using WPF : Overview of the 2D graphics pipeline ; The evolution of 2D graphics platforms ; Specifying a 2D scene using WPF ; Dynamics in 2D graphics using WPF ; Supporting a variety of form factors -- An ancient renderer made modern : A Dürer woodcut ; Visibility ; Implementation ; The program ; Limitations -- A 2D graphics test bed : Details of the test bed ; The C# code ; Animation ; Interaction ; An application of the test bed -- An introduction to human visual perception : The visual system ; The eye ; Constancy and its influences ; Continuation ; Shadows -- Introduction to fixed-function 3D graphics and hierarchical modeling : Introducing mesh and lighting specification ; Curved-surface representation and rendering ; Surface texture in WPF ; The WPF reflectance model ; Hierarchical modeling using a scene graph -- Essential mathematics and the geometry of 2-space and 3-space : Notation ; Sets ; Functions ; Coordinates ; Operations on coordinates ; Intersections of lines ; Intersections, more generally ; Triangles ; Polygons -- A simple way to describe shape in 2D and 3D : "Meshes" in 2D: polylines ; Meshes in 3D -- Functions on meshes : code for barycentric interpolation ; Limitations of piecewise linear extension ; Smoother extensions ; Functions multiply defined at vertices ; Application: texture mapping -- Transformations in two dimensions : Five examples ; Important facts about transformations ; Translation ; Points and vectors again ; Why use 3 x 3 matrices instead of a matrix and a vector? ; Windowing transformations ; Building 3D transformations Another example of building a 2D transformation ; Coordinate frames ; Application: rendering from a scene graph ; Transforming vectors and covectors ; More general transformations ; Transformations versus interpolation -- Transformations in three dimensions : Rotations ; Comparing representations ; Rotations versus rotation specifications ; Interpolating matrix transformations ; Virtual trackball and arcball -- A 2D and 3D transformation library for graphics : Points and vectors ; Transformations ; Specifications of transformations ; Implementation ; Three dimensions ; Associated transformations ; Other structures ; Other approaches -- Camera specifications and transformations : A 2D example ; Perspective camera specification ; Building transformations from a view specification ; Camera transformations and the rasterizing renderer pipeline ; Perspective and z-values ; Camera transformations and the modeling hierarchy ; Orthographic cameras -- Standard approximations and representations : Evaluating representations ; Real numbers ; Building blocks of ray optics ; Large-scale object geometry ; Distant objects ; Volumetric models ; Scene graphs ; Material models ; Translucency and blending ; Luminaire models -- Ray casting and rasterization : High-level design overview ; Implementation platform ; A ray-casting renderer ; Intermezzo ; Rasterization ; Rendering with a rasterization API ; Performance and optimization -- Survey of real-time 3D graphics platforms : The programmer's model: OpenGL compatibility (fixed-function) profile ; The programmer's model: OpenGL programmable pipeline ; Architectures of graphics applications ; 3D on other platforms -- Image representation and manipulation : What is an image? ; Image file formats ; Image compositing ; Other image types ; MIP maps -- Images and signal processing : Historical motivation ; Convolution ; Properties of convolution ; Convolution-like computations ; Reconstruction ; Function classes ; Sampling ; Mathematical considerations ; The Fourier transform: definitions ; The Fourier transform of a function on an interval ; Generalizations to larger intervals and all of R ; Examples of Fourier Transforms ; An approximation of sampling ; Examples involving limits ; The inverse Fourier transform ; Applications ; Reconstruction and band limiting ; Aliasing revisited -- Enlarging and shrinking images : Enlarging and image ; Scaling down an image ; Making the algorithms practical ; Finite-support approximations ; Other image operations and efficiency -- Textures and texture mapping : Variations of texturing ; Building tangent vectors from a parameterization ; Codomains for texture maps ; Assigning texture coordinates ; Application examples ; Sampling, aliasing, filtering, and reconstruction ; Texture synthesis --
Interaction techniques : User interfaces and computer graphics ; Multitouch interaction for 2D manipulation ; Mouse-based object manipulation in 3D ; Mouse-based camera manipulation: Unicam ; Choosing the best interface ; Some interface examples -- Splines and subdivision curves : Basic polynomial curves ; Fitting a curve segment between two curves: the Hermite curve ; Gluing together curves and the Catmull-Rom spline ; Cubic B-splines ; Subdivision curves -- Splines and subdivision surfaces : Bézier patches ; Catmull-Clark subdivision surfaces ; Modeling with subdivision surfaces -- Implicit representations of shape : Implicit curves ; Implicit surfaces ; Representing implicit functions ; Other representations of implicit functions ; Conversion to polyhedral meshes ; Conversion from polyhedral meshes to implicits ; Texturing implicit models ; Ray tracing implicit surfaces ; Implicit shapes in animation -- Meshes : Mesh topology ; Mesh geometry ; Level of detail ; Mesh applications 1: marching cubes, mesh repair, and mesh improvement ; Mesh applications 2: deformation transfer and triangle-order optimization -- Light : The physics of light ; The microscopic view ; The wave nature of light ; Fresnel's law and polarization ; Modeling light as a continuous flow ; Measuring light ; Other measurements ; The derivative approach ; Reflectance -- Materials and scattering : Object-level scattering ; Surface scattering ; Kinds of scattering ; Empirical and phenomenological models for scattering ; Measured models ; Physical models for specular and diffuse reflection ; Physically based scattering models ; Representation choices ; Criteria for evaluation ; Variations across surfaces ; Suitability for human use ; More complex scattering ; Software interface to material models -- Color : Spectral distribution of light ; The phenomenon of color perception and the physiology of the eye ; The perception of color ; Color description ; Conventional color wisdom ; Color perception strengths and weaknesses ; Standard description of colors ; Perceptual color spaces ; Intermezzo ; White ; Encoding of intensity, exponents, and gamma correction ; Describing color ; CMY and CMYK color ; The YIQ color model ; Video standards ; HSV and HLS ; Interpolating color ; Using color in computer graphics -- Light transport : Light transport ; A peek ahead ; The rendering equation for general scattering ; Scattering, revisited ; A worked example ; Solving the rendering equation ; The classification of light-transport paths -- Probability and Monte Carlo integration : Numerical integration ; Random variables and randomized algorithms ; Continuum probability, continued ; Importance sampling and integration ; Mixed probabilities -- Computing solutions to the rendering equation: theoretical approaches : Approximate solutions of equations ; Method 1: Approximating the equation ; Method 2: Restricting the domain ; Method 3: Using statistical estimators ; Method 4: Bisection ; Other approaches ; The rendering equation, revisited ; What do we need to compute? ; The discretization approach: radiosity ; Separation of transport paths ; Series solution of the rendering equation ; Alternative formulations of light transport ; Approximations of the series solution ; Approximating scattering: spherical harmonics ; Introduction to Monte Carlo approaches ; Tracing paths ; Path tracing and Markov chains ; Photon mapping -- Rendering in practice : Representations ; Surface representations and representing BSDFs locally ; Representations of light ; A basic path tracer ; Photon mapping ; Generalizations ; Rendering and debugging -- Shaders : The graphics pipeline in several forms ; Historical development ; A simple graphics program with shaders ; A phong shader ; Environment mapping ; Two versions of toon shading ; Basic XToon shading -- Expressive rendering : The challenges of expressive rendering ; Marks and strokes ; Perception and salient features ; Geometric curve extraction ; Abstraction -- Motion : Motivating examples ; Considerations for rendering ; Representation ; Pose interpolation ; Dynamics ; Remarks on stability in dynamics -- Visibility determination : Ray casting ; The depth buffer ; List-priority algorithms ; Frustum culling and clipping ; Backface culling ; Hierarchical occlusion culling ; Sector-based conservative visibility ; Partial coverage -- Spatial data structures : Programmatic interfaces ; Characterizing data structures ; Overview of kd structures ; List ; Trees ; Grid -- Modern graphics hardware " NVIDIA GeForce 9800 GTX ; Architecture and implementation ; Parallelism ; Programmability ; Texture, memory, and latency ; Locality ; Organizational alternatives ; GPUs as compute engines.
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