计算机图形学图书推荐

编码请看:http://www.maidoupig.cn
关于Radiosity的好书有4本:

Radiosity and Realistic Image Synthesis. Michael Cohen
Cohen获得 SIGGRAPH 1998 计算机图形学成就奖,他把 Radiosity 变成实际可用,现在 Cohen 在 MSR 图形组。

Radiosity and Global Illumination. Francois X. Sillion
Sillion 是法国人,他的主要研究方向是 Radiosity,这本书写的很不错的,非常清晰。

Philip Dutre 的新书
Advanced Global Illumination
看起来还不错,刚拿到手,还没看,呵呵,所以不好评价。

Radiosity: A Programmer's Perspective. Ian Ashdown
有源代码的书啊!! 就凭这个,得给5*****。


Photon mapping(光子映射)

这个我也不知道怎么翻译,呵呵。这个技术出现的比较晚,一本好书!

Realistic Image Synthesis Using Photon Mapping. Henrik Wann Jensen
Henrik Wann Jensen是Photon mapping技术的发明者
这些也是图形学吗



非真实性图形学(Non-Photorealistic Graphics)

真实性不是计算机图形学的唯一要求,比如:你给我画一个卡通效果的图出来,或者我要用计算机画水彩画怎么办?或者:把图象用文字拼出来怎么做?,解决这些问题要用到非真实性图形学, 好书继续推荐!!!

Non-Photorealistic Rendering. Bruce Gooch, Amy Ashurst Gooch



体图形学(Volume Graphics)

用CT机做很多切片(比如头骨),那么能通过这些切片得到3D的头骨吗?Volume Graphics就是解决这样的问题的

Volume Graphics. Min Chen
上面的2个图形学技术就和图象的界限不明显了,实际上他们是图形图象的综合。


关于实时渲染和 Shader 的书2

Essential Mathematics for Games and Interactive Applications, Jim Van Verth and Lars Bishop, ISBN 1-55860-863-X

GPU Gems, edited by Randima Fernando.

Collision Detection, by Gino van den Bergen (table of contents)

Game Physics, by Dave Eberly (companion web site)

ShaderX2: Introductions and Tutorials with DirectX 9, edited by Wolfgang F. Engel (table of contents)

ShaderX2: Shader Programming Tips and Tricks with DirectX 9, edited by Wolfgang F. Engel

Essential Mathematics for Games and Interactive Applications, by Jim Van Verth and Lars Bishop, Sept. 2003

Graphics Programming Methods, edited by Jeff Lander, July 2003

Real-Time 3D Terrain Engines Using C++ and DirectX 9 , by Greg Snook, June 2003
3D Computer Graphics: A Mathematical Introduction with OpenGL, by Samuel R. Buss, June 2003 (sample code, etc.)

Advanced 3D Game Programming with DirectX 9.0, by Peter Walsh and Adrian Perez, April 2003.

The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics,
by Randima Fernando and Mark J. Kilgard, February 2003
(Sample chapters and more, Gamasutra excerpt)

Game Programming Tricks of the Trade, by Lorenzo Phillips, Sept. 2002

Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks, by Wolfgang F. Engel
(Table of Contents and more; Introduction; Samples 1 & 2),2002

The OpenGL Extensions Guide, by Eric Lengyel (table of contents and sample, in-depth table of contents)

3D Games, Volume 2: Animation and Advanced Real-Time Rendering, by Alan Watt and Fabio Policarpo
(their Fly3D SDK is online), 2003

Game Programming Gems 3, edited by Dante Treglia and Mark DeLoura,
2002 (see the series web site for upcoming volumes)

Geometric Tools for Computer Graphics, by Philip Schneider and David Eberly, Sept. 2002 (companion web site)

Focus On 3D Terrain Programming, by Trent Polack, Dec. 2002 (comes with CD; Publisher's description)

Vector Game Math Processors, by James C. Leiterman, Dec. 2002.

3D Math Primer for Graphics and Game Development, by Fletcher Dunn and Ian Parberry, Dec. 2002.
(more information at their site)

Fundamentals of Computer Graphics, by Peter Shirley, July 2002

Real-Time Shading, by Marc Olano et al., July 2002

Level of Detail for 3D Graphics, by David Luebke et al., July 2002 (companion web site)

Advanced 3D Game Development with OpenGL, by David Byttow and Ryan Parker, 2002
Real-Time Shader Programming, by Ron Fosner, Dec. 2002

Jim Blinn's Corner: Notation, Notation, Notation, by Jim Blinn, July 2002

Software Optimization Cookbook, by Richard Gerber, March 2002

Real Time Rendering Tricks and Techniques in DirectX, by Kelly Dempski, 2002

Texturing & Modeling: A Procedural Approach, 3rd Edition, by David Ebert et al., 2002 (companion web site)

Special Effects Game Programming with DirectX 8.0, by Mason McCuskey, 2002

Non-Photorealisting Computer Graphics, by Thomas Strothotte and Stefan Schlechtweg, June 2002 (companion web site)

Mathematics for 3D Game Programming & Computer Graphics, by Eric Lengyel, 2001

Game Programming Gems 2, edited by Mark DeLoura (Table of Contents and introduction), 2001

OpenGL Game Programming, by Kevin Hawkins and Dave Astle (source code), 2001

Subdivision Methods for Geometric Design: A Constructive Approach, by Joe Warren and Henrik Weimer, 2001
(companion web site and publisher's web site)

Non-Photorealistic Rendering, by Gooch and Gooch, 2001

Computer Animation: Algorithms and Techniques, by Richard Parent, 2001

Practical Algorithms for 3d Computer Graphics, by R. Stuart Ferguson, 2001

Game Programming Gems, edited by Mark DeLoura (Table of Contents and code updates), 2000

Game Engine Design: A Practical Approach to Real-Time Computer Graphics, by Dave Eberly (his code is online), 2000

3D Games, Volume 1: Real-time Rendering and Software Technology, by Alan Watt and Fabio Policarpo
(their Fly3D SDK is online), 2000

3D Graphics Programming: Games and Beyond, by Sergei Savchenko, 2000

Computational Geometry: Algorithms and Applications, by deBerg, Van Kreveld, Overmars, and Schwarzkopf, 2000

Computer Graphics Using OpenGL by F.S. Hill, Jr., 2000 (Table of Contents and sample chapter)

3D Game Engine Design, by David Eberly, Jan. 2001 (companion web site)

Essential Mathematics for Computer Graphics Fast, by John Vince,
Oct. 2001

Computer Graphics Through Key Mathematics, by Huw Jones, May 2001

Mathematics for Computer Graphics Applications, by Michael Mortenson, 1999



SIGGRAPH: 图形学研究人员的圣地

SIGGRAPH(the ACM—Association for Computer Machinery—Special Interest Group on Computer Graphics),国内学术界一般都简称为国际图形学年会,至今已有三十多年的历史了。它被公认为是全球计算机图形学研究领域最负盛名的会议,每年参加会议的人数超过4万人,入选的40-50篇论文是从300-400篇优秀论文中精选出来的。

在 Siggraph 上发表自己的论文,是每一个从事图形图像学研究的人所梦寐以求的荣誉,因为只有在图形图像研究方面做出最尖端、最新锐、最令人激动的新发明、新创造的人,才有机会在 Siggraph 大会上作报告。

浙江大学彭群生教授在 1988 年,与研究生邵敏之合作撰写的有关光能辐射度新方法的论文被美国 SIGGRAPH'88 录用,从而实现了中国学者在这一国际最权威的图形学学术会议上"零"的突破。

SIGGRAPH 历年论文情况如下所示:

    * SIGGRAPH 2009 papers on the web
    * Graphics paper indexes (Tim Rowley)
    * Graphics paper indexes (Kesen.Huang)
    * SIGGRAPH2003 回顾
    * SIGGRAPH2002 回顾
    * SIGGRAPH2001 回顾
    * SIGGRAPH2000 回顾

Michael F. Cohen 及其论文

Michael F. Cohen 是微软研究院的高级研究员,他在 Siggraph 1998 上赢得了计算机图形成就奖,他的主要贡献是把辐射度(Radiosity)变成实际可用。

http://research.microsoft.com/en-us/um/people/cohen/

Hugues Hoppe 及其论文

Hugues Hoppe 是微软研究院的高级研究员,他在 Siggraph 2004 上赢得了计算机图形成就奖,他赢得该成就奖是因为其在表面重建(surface reconstruction)、渐进网格(progressive meshes)、几何纹理和几何图像方面进行了先驱性的工作。他就渐进网格所发表的研讨论文在计算机图形领域最广泛被引用,影响也最为深远。网格参数化对于映射纹理图像到表面上至关重要,极大地增强了可视细节和质量。

他的绝大多数论文都可在其个人网站上下载,另外很有很多 demo, talks 等。

http://research.microsoft.com/en-us/um/people/hoppe/


还有其他的书籍么

一个讲学习 3D 的理念性教程:To Those Learning 3D,内容包括 First Things First, Be an Artist 等。

http://glenmoyes.com/articles/to_those_learning_3d.shtml

还有一些好书啊,呵呵,好书看不完的:),继续放送:

Graphics Gems I ~ V
一大帮子人写的书,包括研究人员,程序员…,有计算机图形学的各种数据结构,编程技巧。

Tomas Akenine-Moller 等人编著的
Real-Time Rendering (2nd Edition)
许多最新的计算机图形学进展。

David Ebert 等人的
Texturing & Modeling: A Procedural Approach, Third Edition
讲述如何通过程序实现纹理、山、地形等图形学要素 。

F. Kenton Musgrave 号称分形狂(Fractal Mania),Ken Perlin 就是 Perlin 噪声的发明者,用过 3d 软件的人对 Perlin Noise 不会陌生的。

关于图形学的特定对象,有特定的专题图书:
Evan Pipho Focus On 3D Models


对于图形学的常用模型格式,进行了讲解;

  • Trent Polack的 Focus On 3D Terrain Programming 讲地形的;

 

  • Donald H. House 的 Cloth Modeling and Animation 讲布料的;

 

 

  • Nik Lever 的 Real-time 3D Character Animation with Visual C++ ,讲角色动画的。

 

 

  • Richard Parent的 Computer Animation: Algorithms and Techniques,当然是讲动画的啦,呵呵;

 

 

  • David H. Eberly 的 3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics ,有代码的啊!呵呵:)
     

 


最后,没事情的时候,看看下面的书吧:
Alan H. Watt, 3D Computer Graphics (3rd Edition)
James D. Foley等人的 Computer Graphics: Principles and Practice in C (2nd Edition) ,这本圣经没事的时候再看吧,呵呵
从哪里找到这些书啊

 

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