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3D Computer Graphics
3D Computer Graphics / ALAN WATT 저.
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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