Computer Grahpics: Priciples and Practice 3rd

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    2015-03-21

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Mar 21
   昨天晚上,我复习OpenGL红宝书第八版的时候,突然发现前言里说明:最好需要学习过这本书。我以前竟然没有意识到,更加严重的问题是竟然没有严格要求自己在学习一本书的时候,一定要有作者所要求的Prerequisite .

May 23
   读完这本书好久时间了,却一直没有时间写一些总结。这段时间真的有点忙,而且,自我时间管理上也算挺失败的,计划都不严。来说说这本书吧。
   这本书真的不愧被成为计算机图形学的“圣经”,从硬件基础和历史,3D几何的基础,光学基础,CG的基础,mesh处理,光线跟踪等,学习了这本书,才知道了CG的大致面貌。 这是绝无仅有的体验。

   非常可惜的是,国内并没有这本书的影印版,连黑白的版本都找不到。至于我是怎么学习这本书的,大家都知道了,对不。我建议对游戏引擎或计算机图形学感兴趣的同学学习这本书,在学习了红宝书、蓝宝书之后就可以学习了。之前看过有些评论,说这本书难度大,有时间再看,我不觉得如此。即使在学习的时候,有些基础知识没有跟上,也可以通过大致浏览一遍,知道自己的不足,慢慢补上。

[ 主页

这是一本扫描版。以下是英文介绍。 Publication Date: August 14, 1995 | ISBN-10: 0201848406 | ISBN-13: 978-0201848403 | Edition: 2 The best-selling book on computer graphics is now available in this C-language version. All code has been converted into C, and changes through the ninth printing of the second edition have been incorporated. The book's many outstanding features continue to ensure its position as the standard computer graphics text and reference. By uniquely combining current 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. In this book, the authors explore multiple perspectives on computer graphics: the user's, the application programmer's, the package implementor's, and the hardware designer's. For example, the issues of user-centered design are expertly addressed in three chapters on interaction techniques, dialogue design, and user interface software. Hardware concerns are examined in a chapter, contributed by Steven Molnar and Henry Fuchs, on advanced architectures for real-time, high performance graphics. The comprehensive topic coverage includes: *Programming with SRGP, a simple but powerful raster graphics package that combines features of Apple's QuickDraw and the MIT X Window System graphics library. *Hierarchical, geometric modeling using SPHIGS, a simplified dialect of the 3D graphics standard PHIGS. *Raster graphics hardware and software, including both basic and advanced algorithms for scan converting and clipping lines, polygons, conics, spline curves, and text. *Image synthesis, including visible-surface determination, illumination and shading models, image manipulation, and antialiasing. *Techniques for photorealistic rendering, including ray tracing and radiosity methods. *Surface modeling with parametric polynomials, including NURBS, and solid-modeling representations such as B-reps, CSG, and octrees. *Advanced modeling techniques such as fractals, grammar-based models, particle systems. *Concepts of computer animation and descriptions of state-of-the-art animation systems. Over 100 full-color plates and over 700 figures illustrate the techniques presented in the book. 0201848406B04062001
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