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3D Computer Graphics
3D Computer Graphics
Detailed Information
- 자료유형
- 단행본
- ISBN
- 0-201-39855-9
- UDC
- 681.3.06
- DDC
- 006.6 W3443-23
- 청구기호
- 006.6 W3443
- 저자명
- WATT, ALAN
- 서명/저자
- 3D Computer Graphics / ALAN WATT 저.
- 판사항
- 3판
- 발행사항
- 미국 : Addison-Wesley Longman, 2000
- 형태사항
- 570p. : 삽도 ; 25cm
- 내용주기
- 완전내용1. Mathematical fundamentals of computer graphics부분내용1완전내용1.1 Manipulating Three-dimensional structures부분내용1완전내용1.2 Structure-deforming transformations부분내용9완전내용1.4 Rays and computer graphics부분내용17완전내용1.5 Interpolating properites in the image plane부분내용25완전내용2. Representation and Modelling of three-dimensional objects(1)부분내용27완전내용Introduction부분내용27완전내용2.1 Polygonal repersesntation of Three-dimensional objects부분내용33완전내용2.2 Constructive solid geometry(CSG) representation of objects부분내용46완전내용2.3 Space subadivision techniques for pbject representation부분내용5100완전내용2.4 Representing objects with implicit funcions부분내용5611완전내용2.5 Scene management and object representation부분내용5822완전내용2.6 Summary부분내용6433완전내용3. Representation and modelling of three-dimensional objects(2)부분내용6644완전내용Introduction부분내용6655완전내용3.1 Bezier Curves부분내용6966완전내용3.2 B-spline representation부분내용7877완전내용3.3 Rational curves부분내용9088완전내용3.4 From curves to surfaces부분내용9499완전내용3.5 B-spline surface patch surfaces부분내용10600완전내용3.6 Modelling or creating patch surfaces부분내용10611완전내용3.7 From patches to objects부분내용12122완전내용4. Representation and rendering부분내용12333완전내용Inttoduction부분내용12344완전내용4.1 Rendering Polygon meshes - a brief overview부분내용12455완전내용4.2 Rendering parametric surfaces부분내용12566완전내용4.3 Rendering a CSG description부분내용13877완전내용4.4 Rendering a voxel description부분내용14088완전내용4.5 Rendering implicit functions부분내용14199완전내용5. The graphics pipeline (1): geometric operations부분내용14200완전내용Introduction부분내용14211완전내용5.1 Coordinate spaces in the graphics pipeline부분내용14322완전내용5.2 Operations carried out in view space부분내용14733완전내용5.3 Advanced ciewing systems (PHIGS and GKS)부분내용15644완전내용6. The graphics pipeline (2) : rendering or algorthimic processes부분내용16755완전내용Introudction부분내용16766완전내용6.1 Clipping polygons against the view volume부분내용16877완전내용6.2 Shading pixels부분내용17188완전내용6.3 Interoplative shading techniques부분내용17999완전내용6.4 Resterization부분내용18300완전내용6.5 Prder of rendering부분내용18711완전내용6.6 Hidden surface removal부분내용18922완전내용6.7 Multi-pass rendering and accumulation buffers부분내용20233완전내용7. Simulating light-object interaction: local feflection models부분내용20544완전내용Introduction부분내용20555완전내용7.1 Reflection froma perfect surface부분내용20666완전내용7.2 Reflection from an imperfect surface부분내용20777완전내용7.3 The bi-directional reflectnce distribution function부분내용20888완전내용7.4 Diffuse and specular components부분내용21199완전내용7.5 Perfect diffuse - empirically sprad specular reflection부분내용21200완전내용7.6 Physically based specular reflection부분내용21311완전내용7.7 Pre-computing BRDFs부분내용21922완전내용7.8 Physically based diffuse component부분내용22133완전내용8. Mapping techniques부분내용22344완전내용Introduction부분내용22355완전내용8.1 Two-dimensional texture maps to polygon mesh objects부분내용22866완전내용8.2 Two-dimensional texture domain to bi-cubic parametric patch objects부분내용23477완전내용8.3 Billboards부분내용23588완전내용8.4 Bump mapping부분내용23699완전내용8.5 Light maps부분내용24000완전내용8.6 Envioonment or reflection mapping부분내용24311완전내용8.7 Three-dimensional texture doman techniques부분내용25122완전내용8.8 Anti-aliasing and texture mapping부분내용25633완전내용8.9 Interactive techniques in texture mapping부분내용26044완전내용9. Geometric shadows부분내용26355완전내용Introduction부분내용26366완전내용9.1 Properties of shadows used in computer graphics부분내용26577완전내용9.2 Simple shaows on a ground plane부분내용26588완전내용9.3 Shadow algorithms부분내용26799완전내용10. Global illumination부분내용27500완전내용Introduction부분내용25611완전내용10.1 Glpbal illumination models부분내용27622완전내용10.2 The evolution of gklobal illumination algiorithms부분내용28333완전내용10.3 Estabilshed Algorithms - ray tracing and radiosity부분내용28444완전내용10.4 Monte carlo techniques in global illumination부분내용28855완전내용10.5 Path tracing부분내용29266완전내용10.6 Distributed ray tracing부분내용29477완전내용10.7 Two-pass rad traching부분내용29788완전내용10.8 View dependence/independence and multi-pass methods부분내용30099완전내용10.9 Caching illumination부분내용30100완전내용10.10 light volumes부분내용30311완전내용10.11 Partcle tracing and density estimation부분내용30422완전내용11. The radiosity method부분내용30633완전내용Introduction부분내용30644완전내용11.1 Radiosity theory부분내용30855완전내용11.2 Form factor determination부분내용31066완전내용11.3 The Gauss-Seidel method부분내용31477완전내용11.4 Seeing a partial solution-progressive refinement부분내용31588완전내용11.5 Problems with the radiosity method부분내용31899완전내용11.6 Artefacts in radiosity images부분내용31900완전내용11.7 Meshing strategies부분내용32511완전내용12. Ray tracing strategies부분내용34222완전내용Introduction - Whitted ray tracing부분내용34233완전내용12.1 The basic algorithm부분내용34344완전내용12.2 Using recursion to implement ray tracing부분내용34755완전내용12.3 The adventures of seven rays - a ray tracing study부분내용35066완전내용12.4 Ray tracing polygon objects - interpolation of a normal at an intersection point in a polygon부분내용35277완전내용12.5 Efficiency measures in ray tracing부분내용35488완전내용12.6 The use of ray choerence부분내용36499완전내용12.7 A historical digression - the optics of the rainbow부분내용3670000완전내용13. Volume rendering부분내용3700101완전내용Introduction부분내용3700202완전내용13.1 Volume rendering and the cisualization of volume data부분내용3730303완전내용13.2 'Semi-transparent gel' potion부분내용3770404완전내용13.3 Semi-transparent gel plus surfaces부분내용3800505완전내용13.4 Structural considerations in volume rendering algorithms부분내용3840606완전내용13.5 Perspective projection in volume rendering부분내용3900707완전내용13.6 Three-dimensional texture and volume rendering부분내용3910808완전내용14. Anti-aliasing thory and practice부분내용3920909완전내용Introduction부분내용3921010완전내용14.1 Aliases and sampling부분내용3931111완전내용14.2 Jagged edges부분내용3971212완전내용14.3 Sampling in computer graphics compared with sampling reality부분내용3981313완전내용14.4 Sampling and reconstruction부분내용4001414완전내용14.5 A simple comparison부분내용4011515완전내용14.6 Pre-filtering methods부분내용4021616완전내용14.7 Supersampling or post-filtering부분내용4041717완전내용14.8 Non-uniform sampling - some theoretical concepts부분내용4061818완전내용14.9 The Fourier transform of inages부분내용4111919완전내용15. Colour and computergraphices부분내용4182020완전내용Introduction부분내용4182121완전내용15.1 Colout sets in computer imagery부분내용4192222완전내용15.2 Colour and three-dimensional space부분내용4202323완전내용15.3 Colout, information and perceptual spaces부분내용4272424완전내용15.4 Rendering and colour spaces부분내용4352525완전내용15.5 Monitor considerations부분내용4362626완전내용16. Image-based rendering and photo-modelling부분내용4432727완전내용16.1 Reuse of previously rendered imagery-two-dimensional techniques부분내용4442828완전내용16.2 Varying rendering resources부분내용4472929완전내용16.3 Using depth information부분내용4523030완전내용16.4 View interpolation부분내용4583131완전내용16.5 Four-dimensional techniques - the lumigraph or light field rendering approach부분내용4633232완전내용16.6 Photo-maodelling and IBR부분내용4653333완전내용17. Computer animation부분내용4733434완전내용Introudction부분내용4733535완전내용17.1 A categorization and description of computer animation techniques부분내용4763636완전내용17.2 Rigid body animation부분내용4773737완전내용17.3 Linked structures and hierarchical motion부분내용4933838완전내용17.4 Dynamics in computer animation부분내용5043939완전내용17.5 Collision detection부분내용5174040완전내용17.6 Collision response부분내용5264141완전내용17.7 Particle animation부분내용5294242완전내용17.8 Behavioural animation부분내용5314343완전내용17.9 Summary부분내용5344444완전내용18. Comparative image study부분내용5364545완전내용Introduction부분내용5364646완전내용18.1 Local reflection Models부분내용5374747완전내용18.2 Texture and shadow mapping부분내용5384848완전내용18.3 Whittedray tracing부분내용5394949완전내용18.4 Radiosity부분내용5415050완전내용18.5 RADIANCE부분내용5435151완전내용18.6 Summary부분내용5435252완전내용References부분내용5445353완전내용Index부분내용5535454
- 가격
- ₩35000
- Control Number
- gtec:8232
MARC
008021018s2000 us a 000 eng■020 ▼a0-201-39855-9
■0801 ▼a681.3.06
■082 ▼a006.6▼bW3443▼223
■090 ▼a006.6▼bW3443
■1000 ▼aWATT, ALAN
■24510▼a3D Computer Graphics▼dALAN WATT 저.
■250 ▼a3판
■260 ▼a미국▼bAddison-Wesley Longman▼c2000
■300 ▼a570p.▼b삽도▼c25cm
■505 ▼a1. Mathematical fundamentals of computer graphics▼c1▼a1.1 Manipulating Three-dimensional structures▼c1▼a1.2 Structure-deforming transformations▼c9▼a1.4 Rays and computer graphics▼c17▼a1.5 Interpolating properites in the image plane▼c25▼a2. Representation and Modelling of three-dimensional objects(1)▼c27▼aIntroduction▼c27▼a2.1 Polygonal repersesntation of Three-dimensional objects▼c33▼a2.2 Constructive solid geometry(CSG) representation of objects▼c46▼a2.3 Space subadivision techniques for pbject representation▼c5100▼a2.4 Representing objects with implicit funcions▼c5611▼a2.5 Scene management and object representation▼c5822▼a2.6 Summary▼c6433▼a3. Representation and modelling of three-dimensional objects(2)▼c6644▼aIntroduction▼c6655▼a3.1 Bezier Curves▼c6966▼a3.2 B-spline representation▼c7877▼a3.3 Rational curves▼c9088▼a3.4 From curves to surfaces▼c9499▼a3.5 B-spline surface patch surfaces▼c10600▼a3.6 Modelling or creating patch surfaces▼c10611▼a3.7 From patches to objects▼c12122▼a4. Representation and rendering▼c12333▼aInttoduction▼c12344▼a4.1 Rendering Polygon meshes - a brief overview▼c12455▼a4.2 Rendering parametric surfaces▼c12566▼a4.3 Rendering a CSG description▼c13877▼a4.4 Rendering a voxel description▼c14088▼a4.5 Rendering implicit functions▼c14199▼a5. The graphics pipeline (1): geometric operations▼c14200▼aIntroduction▼c14211▼a5.1 Coordinate spaces in the graphics pipeline▼c14322▼a5.2 Operations carried out in view space▼c14733▼a5.3 Advanced ciewing systems (PHIGS and GKS)▼c15644▼a6. The graphics pipeline (2) : rendering or algorthimic processes▼c16755▼aIntroudction▼c16766▼a6.1 Clipping polygons against the view volume▼c16877▼a6.2 Shading pixels▼c17188▼a6.3 Interoplative shading techniques▼c17999▼a6.4 Resterization▼c18300▼a6.5 Prder of rendering▼c18711▼a6.6 Hidden surface removal▼c18922▼a6.7 Multi-pass rendering and accumulation buffers▼c20233▼a7. Simulating light-object interaction: local feflection models▼c20544▼aIntroduction▼c20555▼a7.1 Reflection froma perfect surface▼c20666▼a7.2 Reflection from an imperfect surface▼c20777▼a7.3 The bi-directional reflectnce distribution function▼c20888▼a7.4 Diffuse and specular components▼c21199▼a7.5 Perfect diffuse - empirically sprad specular reflection▼c21200▼a7.6 Physically based specular reflection▼c21311▼a7.7 Pre-computing BRDFs▼c21922▼a7.8 Physically based diffuse component▼c22133▼a8. Mapping techniques▼c22344▼aIntroduction▼c22355▼a8.1 Two-dimensional texture maps to polygon mesh objects▼c22866▼a8.2 Two-dimensional texture domain to bi-cubic parametric patch objects▼c23477▼a8.3 Billboards▼c23588▼a8.4 Bump mapping▼c23699▼a8.5 Light maps▼c24000▼a8.6 Envioonment or reflection mapping▼c24311▼a8.7 Three-dimensional texture doman techniques▼c25122▼a8.8 Anti-aliasing and texture mapping▼c25633▼a8.9 Interactive techniques in texture mapping▼c26044▼a9. Geometric shadows▼c26355▼aIntroduction▼c26366▼a9.1 Properties of shadows used in computer graphics▼c26577▼a9.2 Simple shaows on a ground plane▼c26588▼a9.3 Shadow algorithms▼c26799▼a10. Global illumination▼c27500▼aIntroduction▼c25611▼a10.1 Glpbal illumination models▼c27622▼a10.2 The evolution of gklobal illumination algiorithms▼c28333▼a10.3 Estabilshed Algorithms - ray tracing and radiosity▼c28444▼a10.4 Monte carlo techniques in global illumination▼c28855▼a10.5 Path tracing▼c29266▼a10.6 Distributed ray tracing▼c29477▼a10.7 Two-pass rad traching▼c29788▼a10.8 View dependence/independence and multi-pass methods▼c30099▼a10.9 Caching illumination▼c30100▼a10.10 light volumes▼c30311▼a10.11 Partcle tracing and density estimation▼c30422▼a11. The radiosity method▼c30633▼aIntroduction▼c30644▼a11.1 Radiosity theory▼c30855▼a11.2 Form factor determination▼c31066▼a11.3 The Gauss-Seidel method▼c31477▼a11.4 Seeing a partial solution-progressive refinement▼c31588▼a11.5 Problems with the radiosity method▼c31899▼a11.6 Artefacts in radiosity images▼c31900▼a11.7 Meshing strategies▼c32511▼a12. Ray tracing strategies▼c34222▼aIntroduction - Whitted ray tracing▼c34233▼a12.1 The basic algorithm▼c34344▼a12.2 Using recursion to implement ray tracing▼c34755▼a12.3 The adventures of seven rays - a ray tracing study▼c35066▼a12.4 Ray tracing polygon objects - interpolation of a normal at an intersection point in a polygon▼c35277▼a12.5 Efficiency measures in ray tracing▼c35488▼a12.6 The use of ray choerence▼c36499▼a12.7 A historical digression - the optics of the rainbow▼c3670000▼a13. Volume rendering▼c3700101▼aIntroduction▼c3700202▼a13.1 Volume rendering and the cisualization of volume data▼c3730303▼a13.2 'Semi-transparent gel' potion▼c3770404▼a13.3 Semi-transparent gel plus surfaces▼c3800505▼a13.4 Structural considerations in volume rendering algorithms▼c3840606▼a13.5 Perspective projection in volume rendering▼c3900707▼a13.6 Three-dimensional texture and volume rendering▼c3910808▼a14. Anti-aliasing thory and practice▼c3920909▼aIntroduction▼c3921010▼a14.1 Aliases and sampling▼c3931111▼a14.2 Jagged edges▼c3971212▼a14.3 Sampling in computer graphics compared with sampling reality▼c3981313▼a14.4 Sampling and reconstruction▼c4001414▼a14.5 A simple comparison▼c4011515▼a14.6 Pre-filtering methods▼c4021616▼a14.7 Supersampling or post-filtering▼c4041717▼a14.8 Non-uniform sampling - some theoretical concepts▼c4061818▼a14.9 The Fourier transform of inages▼c4111919▼a15. Colour and computergraphices▼c4182020▼aIntroduction▼c4182121▼a15.1 Colout sets in computer imagery▼c4192222▼a15.2 Colour and three-dimensional space▼c4202323▼a15.3 Colout, information and perceptual spaces▼c4272424▼a15.4 Rendering and colour spaces▼c4352525▼a15.5 Monitor considerations▼c4362626▼a16. Image-based rendering and photo-modelling▼c4432727▼a16.1 Reuse of previously rendered imagery-two-dimensional techniques▼c4442828▼a16.2 Varying rendering resources▼c4472929▼a16.3 Using depth information▼c4523030▼a16.4 View interpolation▼c4583131▼a16.5 Four-dimensional techniques - the lumigraph or light field rendering approach▼c4633232▼a16.6 Photo-maodelling and IBR▼c4653333▼a17. Computer animation▼c4733434▼aIntroudction▼c4733535▼a17.1 A categorization and description of computer animation techniques▼c4763636▼a17.2 Rigid body animation▼c4773737▼a17.3 Linked structures and hierarchical motion▼c4933838▼a17.4 Dynamics in computer animation▼c5043939▼a17.5 Collision detection▼c5174040▼a17.6 Collision response▼c5264141▼a17.7 Particle animation▼c5294242▼a17.8 Behavioural animation▼c5314343▼a17.9 Summary▼c5344444▼a18. Comparative image study▼c5364545▼aIntroduction▼c5364646▼a18.1 Local reflection Models▼c5374747▼a18.2 Texture and shadow mapping▼c5384848▼a18.3 Whittedray tracing▼c5394949▼a18.4 Radiosity▼c5415050▼a18.5 RADIANCE▼c5435151▼a18.6 Summary▼c5435252▼aReferences▼c5445353▼aIndex▼c5535454
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