Computer Graphics Principles And Practice (James Foley / Andries Van Dam / Morgan McGuire / David Sklar / James D. Foley 著)
1 Introduction
2 Introduction to 2D Graphics Using WPF
3 An Ancient Renderer Made Modern
4 A 2D Graphics Test Bed
5 An Introduction to Human Visual Perception
6 Introduction to Fixed-Function 3D Graphics and Hierarchical Modeling
7 Essential Mathematics and the Geomertry of 2-Shape and 3-Space
8 A Simple Way to Describe Shape in 2D and 3D
9 Functions on Meshes
10 Transformations in Two Dimensions
11 Transformations in Three Dimensions
12 A 2D and 3D Transformation Library for Graphics
13 Camera Specifications and Transformations
14 Standard Approximations and Representations
15 Ray Casting and Rasterization
16 Survey of Real-Time 3D Graphics Platforms
17 Image Representation and Manipulation
18 Images and signal Processing
19 Enlarging and Shrinking Images
20 Textures and Texture Mapping
21 Interaction Techniques
22 Splines and Subdivision Curves
23 Splines and Subdivision Surface
24 Implicit Representations of Shape
25 Meshes
26 Light
27 Materials and Scattering
28 Color
29 Light Transport
30 Probability and Monte Carlo Intergration
31 Computing Solutions to the Rendering Equation: Theoretical Approaches
32 Rendering in Practice
33 Shaders
34 Expressive Rendering
35 Motion
36 Visibility Determination
37 Spatial Data Structures
38 Modern Graphics Hardware
1 Introduction
2 Introduction to 2D Graphics Using WPF
3 An Ancient Renderer Made Modern
4 A 2D Graphics Test Bed
5 An Introduction to Human Visual Perception
6 Introduction to Fixed-Function 3D Graphics and Hierarchical Modeling
7 Essential Mathematics and the Geomertry of 2-Shape and 3-Space
8 A Simple Way to Describe Shape in 2D and 3D
9 Functions on Meshes
10 Transformations in Two Dimensions
11 Transformations in Three Dimensions
12 A 2D and 3D Transformation Library for Graphics
13 Camera Specifications and Transformations
14 Standard Approximations and Representations
15 Ray Casting and Rasterization
16 Survey of Real-Time 3D Graphics Platforms
17 Image Representation and Manipulation
18 Images and signal Processing
19 Enlarging and Shrinking Images
20 Textures and Texture Mapping
21 Interaction Techniques
22 Splines and Subdivision Curves
23 Splines and Subdivision Surface
24 Implicit Representations of Shape
25 Meshes
26 Light
27 Materials and Scattering
28 Color
29 Light Transport
30 Probability and Monte Carlo Intergration
31 Computing Solutions to the Rendering Equation: Theoretical Approaches
32 Rendering in Practice
33 Shaders
34 Expressive Rendering
35 Motion
36 Visibility Determination
37 Spatial Data Structures
38 Modern Graphics Hardware
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