一、概述
本文意在翻译学习(有误欢迎指正)+ 总结,欢迎大家一起学习交流
原文计算机图形学基础 - 第五版
Steve Marschner, Peter Shirley - Fundamentals of Computer Graphics-A K Peters_CRC Press (2021)
此版本的计算机图形学基础包括大量重写了材质的阴影,光线反射,路径跟踪,以及许多修正。
这本书现在更好的介绍了这些技术基于物理的材质和渲染,正在实际实践中占主导地位。现在进行了更好的整合。
这本书的组织结构和第四版基本上保持相似。因为多年来一直在为这本书进行修订,一直努力保持通俗、直观的风格,在提高一致性和精确度的同时,保持本书的完整性。我们希望读者发现结果是为各种计算机课程提供了一个适合的平台。
二、目录
第1章:介绍
1 Introduction
1.1 Graphics Areas
1.2 Major Applications
1.3 Graphics APIs
1.4 Graphics Pipeline
1.5 Numerical Issues
1.6 Efficiency
1.7 Designing and Coding Graphics Programs
第2章:
2 Miscellaneous Math
2.1 Sets and Mappings
2.2 Solving Quadratic Equations
2.3 Trigonometry
2.4 Vectors
2.5 Integration
2.6 Density Functions
2.7 Curves and Surfaces
2.8 Linear Interpolation
2.9 Triangles
2.10 Discrete probability
2.11 Continuous probability
2.12 Monte Carlo Integration
第3章:
3 Raster Images
3.1 Raster Devices
3.2 Images, Pixels, and Geometry
3.3 RGB Color
3.4 Alpha Compositing
第4章:
4 Ray Tracing
4.1 The Basic Ray-Tracing Algorithm
4.2 Perspective
4.3 Computing Viewing Rays
4.4 Ray-Object Intersection
4.5 Shading
4.6 Historical Notes
第5章:
5 Surface Shading
5.1 Point-like light sources
5.2 Basic reflection models
5.3 Ambient illumination
第6章:
6 Linear Algebra
6.1 Determinants
6.2 Matrices
6.3 Computing with Matrices and Determinants
6.4 Eigenvalues and Matrix Diagonalization
第7章:
7 Transformation Matrices
7.1 2D Linear Transformations
7.2 3D Linear Transformations
7.3 Translation and Affine Transformations
7.4 Inverses of Transformation Matrices
7.5 Coordinate Transformations
第8章:
8 Viewing
8.1 Viewing Transformations
8.2 Projective Transformations
8.3 Perspective Projection
8.4 Some Properties of the Perspective Transform
8.5 Field-of-View
第9章:
9 The Graphics Pipeline
9.1 Rasterization
9.2 Operations Before and After Rasterization
9.3 Simple Antialiasing
9.4 Culling Primitives for Efficiency
第10章:
10 Signal Processing
10.1 Digital Audio: Sampling in 1D
10.2 Convolution
10.3 Convolution Filters
10.4 Signal Processing for Images
10.5 Sampling Theory
第11章:
11 Texture Mapping
11.1 Looking Up Texture Values
11.2 Texture Coordinate Functions
11.3 Antialiasing Texture Lookups
11.4 Applications of Texture Mapping
11.5 Procedural 3D Textures
第12章:
12 Data Structures for Graphics
12.1 Triangle Meshes
12.2 Scene Graphs
12.3 Spatial Data Structures
12.4 BSP Trees for Visibility
12.5 Tiling Multidimensional Arrays
第13章:
13 Sampling
13.1 Integration
13.2 Continuous Probability
13.3 Monte Carlo Integration
13.4 Choosing Random Points
第14章:
14 Physics-Based Rendering
14.1 Photons
14.2 Smooth Metals
14.3 Smooth Dielectrics
14.4 Dielectrics with Subsurface Scattering
14.5 A Brute Force Photon Tracer
14.6 Radiometry
14.7 Radiometry of Scattering
14.8 Transport Equation
14.9 Materials in Practice
14.10 Monte Carlo Ray Tracing
第15章:
15 Curves
15.1 Curves
15.2 Curve Properties
15.3 Polynomial Pieces
15.4 Putting Pieces Together
15.5 Cubics
15.6 Approximating Curves
15.7 Summary
第16章:
16 Computer Animation
16.1 Principles of Animation
16.2 Keyframing
16.3 Deformations
16.4 Character Animation
16.5 Physics-Based Animation
16.6 Procedural Techniques
16.7 Groups of Objects
第17章:
17 Using Graphics Hardware
17.1 Hardware Overview
17.2 What Is Graphics Hardware
17.3 Heterogeneous Multiprocessing
17.4 Graphics Hardware Programming: Buffers, State, and Shaders
17.5 State Machine
17.6 Basic OpenGL Application Layout
17.7 Geometry
17.8 A first Look at Shaders
17.9 Vertex Buffer Objects
17.10 Vertex Array Objects
17.11 Transformation Matrices
17.12 Shading with Per-Vertex Attributes
17.13 Shading in the fragment Processor
17.14 Meshes and Instancing
17.15 Texture Objects
17.16 Object-Oriented Design for Graphics Hardware Programming
17.17 Continued Learning
第18章:
18 Color
18.1 Colorimetry
18.2 Color Spaces
18.3 Chromatic Adaptation
18.4 Color Appearance
第19章:
19 Visual Perception
19.1 Vision Science
19.2 Visual Sensitivity
19.3 Spatial Vision
19.4 Objects, Locations, and Events
19.5 Picture Perception
第20章:
20 Tone Reproduction
20.1 Classification
20.2 Dynamic Range
20.3 Color
20.4 Image Formation
20.5 Frequency-Based Operators
20.6 Gradient-Domain Operators
20.7 Spatial Operators
20.8 Division
20.9 Sigmoids
20.10 Other Approaches
20.11 Night Tonemapping
20.12 Discussion
第21章:
21 Implicit Modeling
21.1 Implicit Functions, Skeletal Primitives, and Summation Blending
21.2 Rendering
21.3 Space Partitioning
21.4 More on Blending
21.5 Constructive Solid Geometry
21.6 Warping
21.7 Precise Contact Modeling
21.8 The BlobTree
21.9 Interactive Implicit Modeling Systems
第22章:
22 Computer Graphics in Games
22.1 Platforms
22.2 Limited Resources
22.3 Optimization Techniques
22.4 Game Types
22.5 The Game Production Process
第23章:
23 Visualization
23.1 Background
23.2 Data Types
23.3 Human-Centered Design Process
23.4 Visual Encoding Principles
23.5 Interaction Principles
23.6 Composite and Adjacent Views
23.7 Data Reduction
23.8 Examples