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  • 正版 计算机图形学:英文版 [美]唐纳德·赫恩,[美]M.波林·巴克,[美
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    • 作者: [美]唐纳德·赫恩,[美]M.波林·巴克,[美]沃伦·R.卡里瑟斯著 | [美]唐纳德·赫恩,[美]M.波林·巴克,[美]沃伦·R.卡里瑟斯编 | [美]唐纳德·赫恩,[美]M.波林·巴克,[美]沃伦·R.卡里瑟斯译 | [美]唐纳德·赫恩,[美]M.波林·巴克,[美]沃伦·R.卡里瑟斯绘
    • 出版社: 电子工业出版社
    • 出版时间:2021-04-01
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    • 作者: [美]唐纳德·赫恩,[美]M.波林·巴克,[美]沃伦·R.卡里瑟斯著| [美]唐纳德·赫恩,[美]M.波林·巴克,[美]沃伦·R.卡里瑟斯编| [美]唐纳德·赫恩,[美]M.波林·巴克,[美]沃伦·R.卡里瑟斯译| [美]唐纳德·赫恩,[美]M.波林·巴克,[美]沃伦·R.卡里瑟斯绘
    • 出版社:电子工业出版社
    • 出版时间:2021-04-01
    • 版次:1
    • 印次:1
    • 字数:282.4
    • 页数:864
    • 开本:16开
    • ISBN:9787121408373
    • 版权提供:电子工业出版社
    • 作者:[美]唐纳德·赫恩,[美]M.波林·巴克,[美]沃伦·R.卡里瑟斯
    • 著:[美]唐纳德·赫恩,[美]M.波林·巴克,[美]沃伦·R.卡里瑟斯
    • 装帧:平装
    • 印次:1
    • 定价:169.00
    • ISBN:9787121408373
    • 出版社:电子工业出版社
    • 开本:16开
    • 印刷时间:暂无
    • 语种:暂无
    • 出版时间:2021-04-01
    • 页数:864
    • 外部编号:11033564
    • 版次:1
    • 成品尺寸:暂无

    Brief Contents
    1 A Survey of Computer Graphics 25
    2 Computer Graphics Hardware 33
    3 Computer Graphics Software 59
    4 Graphics Output Primitives 75
    5 Attributes of Graphics Primitives 129
    6 Implementation Algorithms for Graphics Primitives and Attributes 161
    7 Two-Dimensional Geometric Transformations 219
    8 Two-Dimensional Viewing 257
    9 Three-Dimensional Geometric Transformations 303
    10 Three-Dimensional Viewing 331
    11 Hierarchical Modeling 383
    12 Computer Animation 393
    13 Three-Dimensional Object Representations 417
    14 Spline Representations 435
    15 Other Three-Dimensional Object Representations 491
    16 Visible-Surface Detection Methods 503
    17 Illumination Models and Surface-Rendering Methods 531
    18 Texturing and Surface-Detail Methods 579
    19 Color Models and Color Applications 603
    20 Interactive Input Methods and Graphical User Interfaces 623
    21 Global Illumination 663
    22 Programmable Shaders 689
    23 Algorithmic Modeling 719
    24 Visualization of Data Sets 749


    Contents
    1 A Survey of Computer Graphics 25
    1-1 Graphs and Charts 26
    1-2 Computer-Aided Design 26
    1-3 Virtual-Reality Environments 28
    1-4 Data Visualizations 28
    1-5 Education and Training 29
    1-6 Computer Art 29
    1-7 Entertainment 30
    1-8 Image Processing 31
    1-9 Graphical User Interfaces 31
    1-10 Summary 32
    2 Computer Graphics Hardware 33
    2-1 Video Display Devices 34
    2-2 Raster-Scan Systems 46
    2-3 GraphicsWorkstations and Viewing Systems 49
    2-4 Input Devices 50
    2-5 Hard-Copy Devices 54
    2-6 Graphics Networks 56
    2-7 Graphics on the Internet 56
    2-8 Summary 57
    3 Computer Graphics Software 59
    3-1 Coordinate Representations 60
    3-2 Graphics Functions 61
    3-3 Software Standards 62
    3-4 Other Graphics Packages 63
    3-5 Introduction to OpenGL 64
    3-6 Summary 72
    4 Graphics Output Primitives 75
    4-1 Coordinate Reference Frames 76
    4-2 Specifying A Two-Dimensional World-Coordinate Reference Frame in OpenGL 78
    4-3 OpenGL Point Functions 79
    4-4 OpenGL Line Functions 81
    4-5 OpenGL Curve Functions 82
    4-6 Fill-Area Primitives 83
    4-7 Polygon Fill Areas 84
    4-8 OpenGL Polygon Fill-Area Functions 94
    4-9 OpenGL Vertex Arrays 100
    4-10 Pixel-Array Primitives 102
    4-11 OpenGL Pixel-Array Functions 103
    4-12 Character Primitives 107
    4-13 OpenGL Character Functions 109
    4-14 Picture Partitioning 110
    4-15 OpenGL Display Lists 111
    4-16 OpenGL Display-Window Reshape Function 113
    4-17 Summary 116
    5 Attributes of Graphics Primitives 129
    5-1 OpenGL State Variables 130
    5-2 Color and Grayscale 130
    5-3 OpenGL Color Functions 133
    5-4 Point Attributes 139
    5-5 OpenGL Point-Attribute Functions 139
    5-6 Line Attributes 139
    5-7 OpenGL Line-Attribute Functions 141
    5-8 Curve Attributes 143
    5-9 Fill-Area Attributes 144
    5-10 OpenGL Fill-Area Attribute Functions 145
    5-11 Character Attributes 150
    5-12 OpenGL Character-Attribute Functions 153
    5-13 OpenGL Antialiasing Functions 153
    5-14 OpenGL Query Functions 154
    5-15 OpenGL Attribute Groups 155
    5-16 Summary 155
    6 Implementation Algorithms for Graphics Primitives and Attributes 161
    6-1 Line-Drawing Algorithms 162
    6-2 Parallel Line Algorithms 168
    6-3 Setting Frame-Buffer Values 170
    6-4 Circle-Generating Algorithms 171
    6-5 Ellipse-Generating Algorithms 177
    6-6 Other Curves 184
    6-7 Parallel Curve Algorithms 187
    6-8 Pixel Addressing and Object Geometry 187
    6-9 Attribute Implementations for Straight-Line Segments and Curves 190
    6-10 General Scan-Line Polygon-Fill Algorithm 195
    6-11 Scan-Line Fill of Convex Polygons 199
    6-12 Scan-Line Fill for Regions with Curved Boundaries 200
    6-13 Fill Methods for Areas with Irregular Boundaries 200
    6-14 Implementation Methods for Fill Styles 204
    6-15 Implementation Methods for Antialiasing 207
    6-16 Summary 214
    7 Two-Dimensional Geometric Transformations 219
    7-1 Basic Two-Dimensional Geometric Transformations 220
    7-2 Matrix Representations and Homogeneous Coordinates 225
    7-3 Inverse Transformations 228
    7-4 Two-Dimensional Composite
    7-5 Other Two-Dimensional Transformations 240
    7-6 Raster Methods for Geometric Transformations 244
    7-7 OpenGL Raster Transformations 245
    7-8 Transformations between Two-Dimensional Coordinate Systems 246
    7-9 OpenGL Functions for Two-Dimensional Geometric Transformations 248
    7-10 OpenGL Geometric-Transformation Programming Examples 252
    7-11 Summary 253
    8 Two-Dimensional Viewing 257
    8-1 The Two-Dimensional Viewing Pipeline 258
    8-2 The ClippingWindow 259
    8-3 Normalization and Viewport Transformations 261
    8-4 OpenGL Two-Dimensional Viewing Functions 265
    8-5 Clipping Algorithms 274
    8-6 Two-Dimensional Point Clipping 274
    8-7 Two-Dimensional Line Clipping 275
    8-8 Polygon Fill-Area Clipping 287
    8-9 Curve Clipping 296
    8-10 Text Clipping 297
    8-11 Summary 298
    9 Three-Dimensional Geometric Transformations 303
    9-1 Three-Dimensional Translation 304
    9-2 Three-Dimensional Rotation 305
    9-3 Three-Dimensional Scaling 317
    9-4 Composite Three-Dimensional Transformations 319
    9-5 Other Three-Dimensional Transformations 322
    9-6 Transformations between Three- Dimensional Coordinate Systems 323
    9-7 Affine Transformations 324
    9-8 OpenGL Geometric-Transformation Functions 324
    9-9 OpenGL Three-Dimensional Geometric-Transformation Programming Examples 326
    9-10 Summary 327
    10 Three-Dimensional Viewing 331
    10-1 Overview of Three-Dimensional Viewing Concepts 332
    10-2 The Three-Dimensional Viewing Pipeline 334
    10-3 Three-Dimensional Viewing-Coordinate Parameters 336
    10-4 Transformation from World to Viewing Coordinates 338
    10-5 Projection Transformations 340
    10-6 Orthogonal Projections 340
    10-7 Oblique Parallel Projections 345
    10-8 Perspective Projections 351
    10-9 The Viewport Transformation and Three-Dimensional Screen Coordinates 365
    10-10 OpenGL Three-Dimensional Viewing Functions 365
    10-11 Three-Dimensional Clipping Algorithms 371
    10-12 OpenGL Optional Clipping Planes 379
    10-13 Summary 380
    11 Hierarchical Modeling 383
    11-1 Basic Modeling Concepts 384
    11-2 Modeling Packages 387
    11-3 General Hierarchical Modeling Methods 387
    11-4 Hierarchical Modeling Using OpenGL Display Lists 390
    11-5 Summary 391
    12 Computer Animation 393
    12-1 Raster Methods for Computer Animation 394
    12-2 Design of Animation Sequences 396
    12-3 Traditional Animation Techniques 397
    12-4 General Computer-Animation Functions 398
    12-5 Computer-Animation Languages 398
    12-6 Key-Frame Systems 399
    12-7 Motion Specifications 404
    12-8 Character Animation 406
    12-9 Periodic Motions 408
    12-10 OpenGL Animation Procedures 409
    12-11 Summary 412
    13 Three-Dimensional Object Representations 417
    13-1 Polyhedra 418
    13-2 OpenGL Polyhedron Functions 418
    13-3 Curved Surfaces 421
    13-4 Quadric Surfaces 422
    13-5 Superquadrics 424
    13-6 OpenGL Quadric-Surface and Cubic-Surface Functions 425
    13-7 Summary 431
    14 Spline Representations 435
    14-1 Interpolation and Approximation Splines 436
    14-2 Parametric Continuity Conditions 437
    14-3 Geometric Continuity Conditions 438
    14-4 Spline Specifications 439
    14-5 Spline Surfaces 440
    14-6 Trimming Spline Surfaces 440
    14-7 Cubic-Spline Interpolation Methods 441
    14-8 Bézier Spline Curves 447
    14-9 Bézier Surfaces 455
    14-10 B-Spline Curves 457
    14-11 B-Spline Surfaces 466
    14-12 Beta-Splines 466
    14-13 Rational Splines 467
    14-14 Conversion Between Spline Representations 469
    14-15 Displaying Spline Curves and Surfaces 470
    14-16 OpenGL Approximation-Spline Functions 474
    14-17 Summary 485
    15 Other Three-Dimensional Object Representations 491
    15-1 Blobby Objects 492
    15-2 Sweep Representations 493
    15-3 Constructive Solid-Geometry Methods 494
    15-4 Octrees 496
    15-5 BSP Trees 498
    15-6 Physically Based Modeling 499
    15-7 Summary 500
    16 Visible-Surface Detection Methods 503
    16-1 Classification of Visible-Surface Detection Algorithms 504
    16-2 Back-Face Detection 504
    16-3 Depth-Buffer Method 505
    16-4 A-Buffer Method 508
    16-5 Scan-Line Method 510
    16-6 Depth-Sorting Method 511
    16-7 BSP-Tree Method 514
    16-8 Area-Subdivision Method 515
    16-9 Octree Methods 517
    16-10 Ray-Casting Method 518
    16-11 Comparison of Visibility-Detection Methods 519
    16-12 Curved Surfaces 520
    16-13 Wire-Frame Visibility Methods 521
    16-14 OpenGL Visibility-Detection Functions 523
    16-15 Summary 526
    17 Illumination Models and Surface-Rendering Methods 531
    17-1 Light Sources 532
    17-2 Surface Lighting Effects 536
    17-3 Basic Illumination Models 537
    17-4 Transparent Surfaces 546
    17-5 Atmospheric Effects 549
    17-6 Shadows 550
    17-7 Camera Parameters 550
    17-8 Displaying Light Intensities 550
    17-9 Halftone Patterns and Dithering Techniques 553
    17-10 Polygon Rendering Methods 559
    17-11 OpenGL Illumination and Surface-Rendering Functions 564
    17-12 Summary 575
    18 Texturing and Surface-Detail Methods 579
    18-1 Modeling Surface Detail with Polygons 580
    18-2 Texture Mapping 580
    18-3 Bump Mapping 585
    18-4 Frame Mapping 586
    18-5 OpenGL Texture Functions 587
    18-6 Summary 599
    19 Color Models and Color Applications 603
    19-1 Properties of Light 604
    19-2 Color Models 606
    19-3 Standard Primaries and the Chromaticity Diagram 607
    19-4 The RGB Color Model 610
    19-5 The YIQ and Related Color Models 612
    19-6 The CMY and CMYK Color Models 613
    19-7 The HSV Color Model 614
    19-8 The HLS Color Model 618
    19-9 Color Selection and Applications 619
    19-10 Summary 619
    20 Interactive Input Methods and Graphical User Interfaces 623
    20-1 Graphical Input Data 624
    20-2 Logical Classification of Input Devices 624
    20-3 Input Functions for Graphical Data 627
    20-4 Interactive Picture-Construction Techniques 629
    20-5 Virtual-Reality Environments 632
    20-6 OpenGL Interactive Input-Device Functions 632
    20-7 OpenGL Menu Functions 648
    20-8 Designing a Graphical User Interface 654
    20-9 Summary 657
    21 Global Illumination 663
    21-1 Ray-Tracing Methods 664
    21-2 Radiosity Lighting Model 678
    21-3 Environment Mapping 684
    21-4 Photon Mapping 685
    21-5 Summary 686
    22 Programmable Shaders 689
    22-1 A History of Shading Languages 690
    22-2 The OpenGL Pipeline 694
    22-3 The OpenGL Shading Language 697
    22-4 Shader Effects 707
    22-5 Summary 717
    23 Algorithmic Modeling 719
    23-1 Fractal-Geometry Methods 720
    23-2 Particle Systems 743
    23-3 Grammar-Based Modeling Methods 744
    23-4 Summary 746
    24 Visualization of Data Sets 749
    24-1 Visual Representations for Scalar Fields 750
    24-2 Visual Representations for Vector Fields 752
    24-3 Visual Representations for Tensor Fields 752
    24-4 Visual Representations for Multivariate Data Fields 753
    24-5 Summary 753
    A Mathematics for Computer Graphics 755
    A-1 Coordinate Reference Frames 755
    A-2 Points and Vectors 759
    A-3 Tensors 763
    A-4 Basis Vectors and the Metric Tensor 763
    A-5 Matrices 766
    A-6 Complex Numbers 769
    A-7 Quaternions 771
    A-8 Nonparametric Representations 772
    A-9 Parametric Representations 773
    A-10 Rate-of-Change Operators 774
    A-11 Rate-of-Change Integral Transformation Theorems 776
    A-12 Area and Centroid of a Polygon 779
    A-13 Calculating Properties of Polyhedra 781
    A-14 Numerical Methods 782
    B Graphics File Formats 791
    B-1 Image-File Configurations 791
    B-2 Color-Reduction Methods 792
    B-3 File-Compression Techniques 793
    B-4 Composition of the Major File Formats 800
    B-5 Summary 805
    C The World of OpenGL 807
    C-1 The Evolution of OpenGL 807
    C-2 OpenGL beyond C and C++ 816
    C-3 GPU Architecture, Past, Present, and Future 827

    Bibliography 837
    Index 849
    OpenGL Function Index 861

    唐纳德·赫恩(Donald Hearn),从1985年开始任教于美国伊利诺伊大学Urbana-Champaigh分校的计算机科学系。Hearn博士担任过多门课程的教学工作,包括计算机图形学、科学计算可视化、计算科学、数学和应用科学等。他还指导过多个研究项目并在相关领域发表了许多学术论文。
    M. Pauline Baker,是美国印第安纳大学-普度大学Indianapolis联合分校(IUPUI)信息学院的教授。Baker教授主持印第安纳大学可视化和交互空间渗透技术实验室的相关工作,也是伊利诺伊大学美国国家超级计算应用中心(NCSA)的主任。Baker教授在康奈尔大学获得心理学学士学位,在Syracuse大学获得教育学硕士学位,并在伊利诺伊大学获得计算机科学博士学位。
    Warren R. Carithers,于1981年加入美国罗切斯特理工大学计算机科学系。除了担任多个院系计算机图形学课程的授课,Carithers教授还讲授其他领域的课程,包括操作系统、计算机系统结构与组织、系统软件、编程语言设计和计算机安全等。

    * 国外多所大学采用的经典图形学教材。
    * 给出大量OpenGL实例。
    * 丰富的习题和项目习题集。
    * 更早地探讨了分层建模和动画的内容。

    本书是一本内容丰富、取材新颖的计算机图形学著作,在其前一版的基础上进行了全面扩充,增加了许多新的内容,覆盖了计算机图形学的相关发展和成就。全书层次分明、重点突出,并附有使用OpenGL编写的大量程序及各种效果图,是一本难得的优秀教材。全书分为24章及3个附录,全面系统地讲解了计算机图形学的基本概念和相关技术。作者首先对计算机图形学进行综述;然后讲解二维图形的对象表示、算法和应用,以及三维图形的相关技术、建模和变换等;接着介绍光照模型、颜色模型和动画技术;最后的附录给出了计算机图形学中用到的基本数学概念、图形文件格式及OpenGL的相关内容。

    "* 国外多所大学采用的经典图形学教材。
    * 给出大量OpenGL实例。
    * 丰富的习题和项目习题集。
    * 更早地探讨了分层建模和动画的内容。"

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