fundamentals of computer graphics

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这里是第1 2 6章

记录自己的阅读

Preface

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Chapter1 Introduction

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1.1 Graphics Areas 

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1.2 Major Applications 

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1.3 Graphics APIs 

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1.4 Graphics Pipeline

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1.5 Numerical Issues

 跳过

1.6 Efficiency

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1.7 Designing and Coding Graphics Programs 

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 Chapter2 Miscellaneous Math

跳过

Chapter3 Raster Images

 

3.1 Raster Devices

 

Chapter6 Transformation Matrices 

6.1 2D Linear Transformations

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  建议补充一点线性代数的知识

 

6.2 3D Linear Transformations 

 

 说人话阶段:

 

 

6.3 Translation and Affine Transformations 

 6.4 Inverses of Transformation Matrices

 6.5 Coordinate Transformations

 

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These notes represent an attempt to develop a new computer graphics course at the advanced undergraduate level. The primary goal, as in any such course, is to cover the fundamental concepts of computer graphics, and the concentration is on graphics in three dimensions. However, computer graphics has become a huge and complex field, and the typical textbook in the field covers much more material than can reasonably fit into a one-semester undergraduate course. Furthermore, the selection of topics can easily bury what should be an exciting and applicable subject under a pile of detailed algorithms and equations. These details are the basis of computer graphics, but they are to a large extent built into graphics systems. While practitioners should be aware of this basic material in a general way, there are other things that are more important for students on an introductory level to learn. These notes were written over the course of the Spring semester, 2010. More information can be found on the web page for the course at http://math.hws.edu/eck/cs424/. The notes cover computer graphics programming using Java. Jogl is used for three-dimensional graphics programming. Jogl is the Java API for OpenGL; OpenGL is a standard and widely used graphics API. While it is most commonly used with the C programming language, Jogl gives Java programmers access to all the features of OpenGL. The version of Jogl that was used in this course was 1.1.1a. A new version, Jogl 2, was under development as the course was being taught, but Jogl 2 is still listed as a “work in progress” in May 2010. (Unfortunately, it looks like Jogl 1.1.1a will not be upward compatible with Jogl 2, so code written for the older version will not automatically work with the new version. However, the changes that will be needed to adapt code from this book to the new version should not be large.)

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