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Computer graphics with openGL = 计算机图形学 / Zhigang Xiang. — Beijing : Tsinghua University Press, 2006. – (73.995/X7)

Contents

    CONTENTS
    
    Chapter 1 Introduction 1
    Chapter 2 Digital Image Fundamentals 5
    2.1 The RGB and CMY Color Models 6
    2.2 Color Representation
    2.3 Lookup Table 9
    2.4 Display Devices 11
    2.5 Printing Devices 15
    2.6 Image Files 19
    Chapter 3 The OpenGL API 23
    3.1 OpenGL Basics 24
    3.2 OpenGL Syntax and Convention 26
    3.3 Setting up OpenGL on a PC 28
    3.4 A Sample Program 28
    3.5 Visualizing the Mandelhrot and Julia Sets 33
    3.6 The Color-Index Mode 39
    3.7 Managing Windows 40
    Chapter 4 Scan Conversion 42
    4.1 Lines
    4.2 Circles
    4.3 Ellipses
    4.4 Region Filling
    4.5 Characters
    4.6 Antialiasing
    4.7 OpenGL Programming 67
    Chapter 5 3D Preliminaries 83
    5.1 The Polygon-Mesh Representation 83
    5.2 Hidden-Surface Removal 86
    5.3 Projection 88
    5.4 The 3D Graphics Pipeline 94
    5.5 OpenGL Programming 96
    Chapter 6 Transformations 105
    6.1 Basic Transformations 105
    6.2 Special Transformations
    6.3 Composite Transformation Matrix
    6.4 OpenGL Programming
    Chapter 7 Color and Shading Models 125
    7.1 Light and Color
    7.2 The Phong Model
    7.3 Interpolative Shading Methods
    7.4 OpenGL Programming
    Chapter 8 Viewing and Clipping 150
    8.1 Viewing Transformation
    8.2 Clipping Algorithms
    8.3 OpenGL Programming 171
    Chapter 9 Interaction 182
    9.1 Interactive Devices 183
    9.2 Interactive Techniques 185
    9.3 OpenGL Programming 188
    Chapter 10 Parametric Representations 207
    10.1 Interpolation Methods for Splines 210
    10.2 Bezier Curves and Surfaces 215
    10.3 B-Splines 219
    10.4 Rational 13-Splines and NURBS
    10.5 OpenGL Programming 228
    Chapter 11 More on OpenGL 236
    11.1 Error Handling 236
    11.2 Query Functions 237
    11.3 Bitmaps and Pixel Operations 239
    11.4 GLU Quadrics 242
    11.5 Texture Mapping 244
    11.6 Depth Cuing 252
    11.7 Stencil Buffer 253
    11.8 Accumulation Buffer 256
    Chapter 12 Beyond the Graphics Pipeline 260
    12.1 Ray Tracing
    12.2 The Radiosity Method 277
    12.3 The Rendering Equation 280
    Index