计算机图形学编程作业gasket,交互式计算机图形学:基于OpenGL着色器的自顶向下方法(第六版)(英文版)...

《交互式计算机图形学:基于OpenGL着色器的自顶向下方法(第六版)(英文版)》

CHAPTER GRAPHICS SYSTEiVtS AND MODELS

1.1 Applications of Computer Graphics

1.2 A Graphics System

1.3 Images: Physical and Synthetic

1.4 Imaging Systems

1.5 The Synthetic-Camera Model

1.6 The Programmer's Interface

1.7 Graphics Architectures

1.8 Programmable Pipeline

1.9 Performance Characteristics

Summary and Notes

Suggested Readings

Exercises

CHAPTER 2 GRAPHICS PROGRAMMING

2.1 The Sierpinski Gasket

2.2 Programming Two-Dimensional Applications

2.3 The OpenGL Application Programming Interface

2.4 Primitives and Attributes

2.5 Color

2.6 Viewing

2.7 Control Functions

2.8 The Gasket Program

2.9 Polygons and Recursion

2.10 The Three-Dimensional Gasket

2.11 Adding Interaction

2.12 Menus

Summary and Notes

Suggested Readings

Exercises

CHAPTER 3 GEOMETRIC OBJECTS AND TRANSFORMATIONS

3.1 Scalars, Points, and Vectors

3.2 Three-Dimensional Primitives

3.3 Coordinate Systems and Frames

3.4 Frames in OpenGL

3.5 Matrix and Vector Classes

3.6 Modeling a Colored Cube

3.7 Affine Transformations

3.8 Translation, Rotation, and Scaling

3.9 Transformations in Homogeneous Coordinates

3.10 Concatenation of Transformations

3.11 Transformation Matrices in OpenGL

3.12 Spinning of the Cube

3.13 Interfaces to Three-Dimensional Applications

3.14 Quaternions

Summary and Notes

Suggested Readings

Exercises

CHAPTER 4 VIEWING

4.1 Classical and Computer Viewing

4.2 Viewing with a Computer

4.3 Positioning of the Camera

4.4 Parallel Projections

4.5 Perspective Projections

4.6 Perspective Projections with OpenGL

4.7 Perspective-Projection Matrices

4.8 Hidden-Surface Removal

4.9 Displaying Meshes

4.10 Projections and Shadows

Summary and Notes

Suggested Readings

Exercises

CHAPTER 5 LISHTING AND SHADING

5.1 Light and Matter

5.2 Light Sources

5.3 The Phong Reflection Model

5.4 Computation of Vectors

5.5 Polygonal Shading

5.6 Approximation of a Sphere by Recursive Subdivision

5.7 Specifying Lighting Parameters

5.8 Implementing a Lighting Model

5.9 Shading of the Sphere Model

5.10 Per-Fragment Lighting

5.11 Global Illumination

Summary and Notes

Suggested Readings

Exercises

CHAPTER 6 FROM VERTICES TO FRAGMENTS

6.1 Basic Implementation Strategies

6.2 Four Major Tasks

6.3 Clipping

6.4 Line-Segment Clipping

6.5 Polygon Clipping

6.6 Clipping of Other Primitives

6.7 Clipping in Three Dimensions

6.8 Rasterization

6.9 Bresenham's Algorithm

6.10 Polygon Rasterization

6.11 Hidden-Surface Removal

6.12 Antialiasing

6.13 Display Considerations

Summary and Notes

Suggested Readings

Exercises

CHAPTER 7 DISCRETE TECHNIQUES

7.1 Buffers

7.2 Digital Images

7.3 Writing into Buffers

7.4 Mapping Methods

7.5 Texture Mapping

7.6 Texture Mapping in OpenGL

7.7 Texture Generation

7.8 Environment Maps

7.0 Reflection Map Example

7.10 Bump Mapping

7.11 Compositing Techniques

7.12 Sampling and Aliasing

Summary and Notes

Suggested Readings

Exercises

CHAPTER 8 MODELING AND HIERARCHY

8.1 Symbols and Instances

8.2 Hierarchical Models

8.3 A Robot Arm

8.4 Trees and Traversal

8.5 Use of Tree Data Structures

8.6 Animation

8.7 Graphical Objects

8.8 Scene Graphs

8.9 Open Scene Graph

8.10 Graphics and the Internet

8.11 Other Tree Structures

Summary and Notes

Suggested Readings

Exercises

CHAPTER 9 PROCEDURAL METHODS

9.1 Algorithmic Models

9.2 Physically Based Models and Particle Systems

9.3 Newtonian Particles

9.4 Solving Particle Systems

9.5 Constraints

9.6 A Simple Particle System

9.7 Language-Based Models

9.8 Recursive Methods and Fractals

9.9 Procedural Noise

Summary and Notes

Suggested Readings

Exercises

CHAPTER 10 CURVES AND SURFACES

10.1 Representation of Curves and Surfaces

10.2 Design Criteria

10.3 Parametric Cubic Polynomial Curves

10.4 Interpolation

10.5 Hermite Curves and Surfaces

10.6 Bezier Curves and Surfaces

10.7 Cubic B-Splines

10.8 General B-Splines

10.9 Rendering Curves and Surfaces

10.10 The Utah Teapot

10.11 Algebraic Surfaces

10.12 Subdivision Curves and Surfaces

10.13 Mesh Generation from Data

Summary and Notes

Suggested Readings

Exercises

CHAPTER 11 ADVANCED REDERING

11.1 Going Beyond Pipeline Rendering

11.2 Ray Tracing

11.3 Building a Simple Ray Tracer

11.4 The Rendering Equation

11.5 Radiosity

11.6 RenderMan

11.7 Parallel Rendering

11.8 Volume Rendering

11.9 Isosurfaces and Marching Cubes

11.10 Mesh Simplification

11.11 Direct Volume Rendering

11.12 Image-Based Rendering

Summary and Notes

Suggested Readings

Exercises

APPENIX A SAMPLE PROGRAMS

A.1 Shader Initialization Function

A.2 Sierpinski Gasket Program

A.3 Recursive Generation of Sierpinski Gasket

A.4 Rotating Cube with Rotation in Shader

A.5 Perspective Projection

A.6 Rotating Shaded Cube

A.7 Per-Fragment Lighting of Sphere Model

A.8 Rotating Cube with Texture

A.9 Figure with Tree Traversal

A.10 Teapot Renderer

APPENIX B SPACER

B.1 Scalars

B.2 Vector Spaces

B.3 Affine Spaces

B.4 Euclidean Spaces

B.S Projections

B.6 Gram-Schmidt Orthogonalization

Suggested Readings

Exercises

APPENIX C MATRICES

C.1 Definitions

C.2 Matrix Operations

C.3 Row and Column Matrices

C.4 Rank

C.5 Change of Representation

C.6 The Cross Product

C.7 Eigenvalues and Eigenvectors

C.8 Vector and Matrix Classes

Suggested Readings

Exercises

APPENIX D SYNOPSIS OF OPENGL FUNCTIONS

D.1 Initialization and Window Functions

D,2 Vertex Buffer Objects

D.3 Interaction

D.4 Setting Attributes and Enabling Features

D.5 Texture and Image Functions

D.6 State and Buffer Manipulation

D.7 Query Functions

D.8 GLSL Functions

References

OpenGL Function Index

Subject Index

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值