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Fundamentals of three-dimensional computer graphics

Fundamentals of three-dimensional computer graphics (8회 대출)

자료유형
단행본
개인저자
Watt, Alan H., 1942-
서명 / 저자사항
Fundamentals of three-dimensional computer graphics / Alan Watt.
발행사항
Wokingham, England ;   Reading, Mass. :   Addison-Wesley,   c1989.  
형태사항
xvi, 430 p., [16] p. of plates : ill. (some col.) ; 23 cm.
ISBN
0201154420
일반주기
Includes index.  
서지주기
Bibliography: p. 413-420.
일반주제명
Computer graphics. Three-dimensional display systems.
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082 0 0 ▼a 006.6 ▼2 20
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100 1 0 ▼a Watt, Alan H., ▼d 1942-
245 1 0 ▼a Fundamentals of three-dimensional computer graphics / ▼c Alan Watt.
260 0 ▼a Wokingham, England ; ▼a Reading, Mass. : ▼b Addison-Wesley, ▼c c1989.
300 ▼a xvi, 430 p., [16] p. of plates : ▼b ill. (some col.) ; ▼c 23 cm.
500 ▼a Includes index.
504 ▼a Bibliography: p. 413-420.
650 0 ▼a Computer graphics.
650 0 ▼a Three-dimensional display systems.

소장정보

No. 소장처 청구기호 등록번호 도서상태 반납예정일 예약 서비스
No. 1 소장처 과학도서관/Sci-Info(2층서고)/ 청구기호 006.6 W344f 등록번호 421111615 도서상태 대출가능 반납예정일 예약 서비스 B M

컨텐츠정보

목차


CONTENTS
Preface = ⅶ
Chapter one Basic Three-dimensional Theory = 1
 1.1 Manipulating Three-dimensional structures = 1
 1.2 The Basics : Linear Transformations = 2
 1.3 Structure-deforming transformations = 10
 1.4 Projecting Three-dimensional objects onto a view plane = 13
 1.5 Viewing systems = 16
 1.6 Three-dimensional viewing pipeline = 26
 1.7 An aside on graphics Languages = 29
 1.8 Polygon mesh models and wireframe representation = 31
 Projects, Notes and suggestions = 38
Chapter Two A Basic reflection model = 45
 2.1 Simple reflection - the Phong Model = 46
 2.2 Diffuse reflection = 48
 2.3 Ambient light = 49
 2.4 Distance = 50
 2.5 Specular reflection = 50
 2.6 Geometric considerations = 53
 2.7 Colour = 55
 2.8 Summary of the Phong model = 55
 2.9 The 20 Spheres - an example = 56
 2.10 Using look-up tables with reflection models = 59
 2.11 Empirical transparency = 62
 Projects, notes and suggestions = 63
Chapter Three A More advanced reflection model = 65
 3.1 The Cook and Torrance model = 65
 3.2 Illumination source models = 78
 Projects, notes and suggestions = 81
Chapter Four Incremental shading techniques = 83
 4.1 Gouraud shading = 84
 4.2 Phong interpolation = 87
 4.3 Comparison of Gouraud and Phong shading = 89
 4.4 Speeding up phong shading = 90
 Projects, notes and suggestions = 93
Chapter Five The rendering process = 97
 5.1 Rasterization = 98
 5.2 Order of rendering = 102
 5.3 Hidden surface removal = 104
 5.4 Compositing Three-dimensional images = 111
 Projects, notes and suggestions = 112
Chapter Six Parametic representation of Three-dimensional objects = 115
 6.1 Parametric representation of Three-dimensional curves = 116
 6.2 Parametric representation of Three-dimensional surfaces = 127
 6.3 Scan converting parametric surfaces = 139
 Projects, Notes and suggestions = 147
Chapter Seven Ray tracing = 151
 7.1 Basic algorithm = 152
 7.2 A historical digression - the optics of the rainbow = 154
 7.3 Resursive implementation of ray tracing = 156
 7.4 A remark on efficiency = 161
 7.5 Ray tracing geometry - intersections = 162
 7.6 Ray tracing geometry - reflection and refraction = 165
 7.7 Reflection - illumunation model = 167
 7.8 Shadows and ray tracing = 173
 7.9 Distributed ray tracing = 174
 7.10 Ray tracing and anti-aliasing operations = 176
 Projects, notes and suggestions = 178
Chapter Eight Advanced ray tracing = 181
 8.1 Adaptive depth control = 181
 8.2 Bounding volume extensions = 184
 8.3 First-hit speed up = 187
 8.4 Spatial coherence = 187
 8.5 Data structures for ray tracing : octrees = 190
 8.6 Data structures for ray tracing : BSP trees = 195
 Projects, notes and suggestions = 198
Chapter Nine Diffuse Illumination and the development of the radiosity method
 9.1 Radiosity theory = 202
 9.2 Form factor determination = 205
 9.3 Further development of the radiosity Method = 209
 Projects, notes and suggestions = 216
Chapter ten Further realism : shadows, texture and environment mapping = 219
 10.1 Shadows = 219
 10.2 Texture = 227
 10.3 Environment mapping = 247
 Projects, notes and suggestions = 251
Chapter Eleven Functionally based modeling = 255
 11.1 Particle systems = 256
 11.2 Fractal systems = 257
 11.3 Functions suitable for three-dimensional texture = 261
 Projects, notes and suggestions = 264
Chapter Twelve Anti-aliasing techniques = 267
 12.1 Aliasing artefacts and Fourier Theory = 269
 12.2 Supersampling or postfiltering = 273
 12.3 Prefiltering or area sampling techniques = 275
 12.4 A Mathematical comparison = 277
 12.5 Stochastic sampling = 278
 Projects, notes and suggestions = 281
Chapter Thirteen Three-dimensional animation = 285
 13.1 Approaches : three-dimensional key frame systems = 288
 13.2 Approaches : parametric systems = 291
 13.3 Approaches : programmed animation and scripting systems = 292
 13.4 Approaches : simulated or model-driven systems = 295
 13.5 Temporal anti-aliasing = 300
 Projects, notes and suggestions = 301
Chapter Fourteen Colour science and computer graphics = 309
 14.1 Applications of colour in computer graphics = 311
 14.2 Monitor models = 313
 14.3 Television transmittion spaces = 315
 14.4 Colour models = 318
 14.5 Basic colorimetry concepts = 331
 14.6 The CIE standard = 339
 14.7 Realistic rendering and reflection models = 353
 Projects, Notes and suggestions = 354
Appendix A Viewing transformation for a simple four-parameter viewing system = 357
Appendix B A wireframe system = 363
 B.1 Introduction = 363
 B.2 Data structure = 364
 B.3 Program = 371
Appendix C An Implementation of a renderer = 389
Appendix D The utah Teapot = 395
Appendix E Some theoretical concepts = 399
 E.1 Introduction = 399
 E.2 Useful definitions = 400
 E.3 Hall's model = 400
 E.4 The rendering equation = 403
Appendix F Highlight Detection - the H test = 405
 F.1 Introduction = 405
 F.2 The tests = 407
 F.3 Example Timings = 410
References = 413
Index = 421


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