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计算机图形学基础 第五版

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发表于 2023-4-4 07:32 | 显示全部楼层 |阅读模式
fundamentals of computer graphics-5th

有关渲染的书籍太多了,我们没必要全都读完,但可以看看目录去寻找自己感兴趣或者恰好需要实现的相关内容,所以特意总结和翻译了相关书籍的目录收录在此专栏中,因为很多章节并未读过以及个人知识面的浅薄,所以可能翻译有差错,欢迎指出。我会逐渐对我看过和实践过的章节进行翻译或总结并补充链接到以下目录中。
1 介绍Introduction

1.1 图形领域Graphics Areas

1.2 主要应用Major Applications

1.3 图形API Graphics APIs

1.4 图形管线Graphics Pipeline

1.5 数值问题Numerical Issues

1.6 效率Efficiency

1.7 设计和编码图形程序Designing and Coding Graphics Programs

2 五花八门的数学Miscellaneous Math

2.1 集合和映射Sets and Mappings

2.2 求解二次方程Solving Quadratic Equations

2.3 三角函数Trigonometry

2.4 向量Vectors

2.5 积分Integration

2.6 密度函数Density Functions

2.7 曲线和曲面Curves and Surfaces

2.8 线性插值Linear Interpolation

2.9 三角形Triangles

2.10 离散概率Discrete probability

2.11 连续概率Continuous probability

2.12 蒙特卡洛积分Monte Carlo Integration

3 光栅图像Raster Images

3.1 光栅设备Raster Devices

3.2 图像、像素和几何Images, Pixels, and Geometry

3.3 RGB颜色RGB Color

3.4 透明度混合Alpha Compositing

4 光线跟踪Ray Tracing

4.1 基础光线跟踪算法The Basic Ray-Tracing Algorithm

4.2 透视Perspective

4.3 计算视线Computing Viewing Rays

4.4 射线与物体相交Ray-Object Intersection

4.5 着色Shading

4.6 历史遗留问题Historical Notes

5 表面着色Surface Shading

5.1 点状光源Point-like light sources

5.2 基本反射模型Basic reflection models

5.3 环境照明Ambient illumination

6 线性代数Linear Algebra

6.1 行列式Determinants

6.2 矩阵Matrices

6.3 使用矩阵和行列式计算Computing with Matrices and Determinants

6.4 特征值和矩阵对角式Eigenvalues and Matrix Diagonalization

7 变换矩阵Transformation Matrices

7.1 2D线性变换2D Linear Transformations

7.2 3D线性变换3D Linear Transformations

7.3 平移和仿射变换Translation and Affine Transformations

7.4 变换矩阵的逆Inverses of Transformation Matrices

7.5 坐标变换Coordinate Transformations

8 视图Viewing

8.1 视图变换Viewing Transformations

8.2 投影变换Projective Transformations

8.3 透视投影Perspective Projection

8.4 一些透视变换的属性Some Properties of the Perspective Transform

8.5 视野Field-of-View

9 图形管线The Graphics Pipeline

9.1 光栅化Rasterization

9.2 光栅化前后的操作Operations Before and After Rasterization

9.3 简单的抗锯齿Simple Antialiasing

9.4 剔除图元提高效率Culling Primitives for Efficiency

10 信号处理Signal Processing

10.1 数字化音频:1维采样Digital Audio: Sampling in 1D

10.2 卷积Convolution

10.3 卷积滤波器Convolution Filters

10.4 图像信号处理Signal Processing for Images

10.5 采样理论Sampling Theory

11 纹理映射Texture Mapping

11.1 查找纹理值Looking Up Texture Values

11.2 纹理坐标函数Texture Coordinate Functions

11.3 抗锯齿纹理查询Antialiasing Texture Lookups

11.4 纹理映射的应用Applications of Texture Mapping

11.5 程序性3D纹理Procedural 3D Textures

12 图形数据结构Data Structures for Graphics

12.1 三角网格Triangle Meshes

12.2 场景结构Scene Graphs

12.3 空间数据结构Spatial Data Structures

12.4 基于BSP树的可见性BSP Trees for Visibility

12.5 平铺多维数组Tiling Multidimensional Arrays

13 采样Sampling

13.1 积分Integration

13.2 连续概率Continuous Probability

13.3 蒙特卡洛积分Monte Carlo Integration

13.4 选择随机点Choosing Random Points

14 基于物理的渲染Physics-Based Rendering

14.1 光子Photons

14.2 光滑金属Smooth Metals

14.3 光滑电介质Smooth Dielectrics

14.4 具有次表面散射的电介质Dielectrics with Subsurface Scattering

14.5 一个粗暴的光子追踪器A Brute Force Photon Tracer

14.6 辐射度量学Radiometry

14.7 散射辐射度量学Radiometry of Scattering

14.8 传递方程Transport Equation

14.9 现实中的材质Materials in Practice

14.10 蒙特卡罗光线追踪Monte Carlo Ray Tracing

15 曲线Curves

15.1 曲线Curves

15.2 曲线属性Curve Properties

15.3 多项式部分Polynomial Pieces

15.4 结合多项式部分Putting Pieces Together

15.5 三次曲线Cubics

15.6 逼近曲线Approximating Curves

15.7 总结Summary

16 计算机动画Computer Animation

16.1 动画的原理Principles of Animation

16.2 关键帧Keyframing

16.3 变形Deformations

16.4 角色动画Character Animation

16.5 基于物理的动画Physics-Based Animation

16.6 程序化技术Procedural Techniques

16.7 对象组Groups of Objects

17 使用图形硬件Using Graphics Hardware

17.1 硬件概述Hardware Overview

17.2 什么是图形硬件What Is Graphics Hardware

17.3 异构多处理器Heterogeneous Multiprocessing

17.4 图形硬件编程:缓冲区,状态和着色器Graphics Hardware Programming: Buffers,State,and Shaders

17.5 状态机State Machine

17.6 基础的OpenGL应用布局Basic OpenGL Application Layout

17.7 几何Geometry

17.8 初看着色器A First Look at Shaders

17.9 顶点缓冲区对象Vertex Buffer Objects

17.10 顶点数组对象Vertex Array Objects

17.11 变换矩阵Transformation Matrices

17.12 逐顶点属性着色Shading with Per-Vertex Attributes

17.13 片元程序中着色Shading in the Fragment Processor

17.14 网格与实例化Meshes and Instancing

17.15 纹理对象Texture Objects

17.16 面向对象的图形硬件程序设计Object-Oriented Design for Graphics Hardware Programming

17.17 继续的学习Continued Learning

18 颜色Color

18.1 色度学Colorimetry

18.2 色彩空间Color Spaces

18.3 色彩适应Chromatic Adaptation

18.4 外观颜色Color Appearance

19 视觉感知Visual Perception

19.1 视觉科学Vision Science

19.2 视觉灵敏度Visual Sensitivity

19.3 空间视觉Spatial Vision

19.4 对象、坐标和事件Objects,Locations,and Events

19.5 图像感觉Picture Perception

20 色阶重构Tone Reproduction

20.1 分类Classification

20.2 动态范围Dynamic Range

20.3 颜色Color

20.4 成像Image Formation

20.5 基于频率运算符Frequency-Based Operators

20.6 梯度域运算符Gradient-Domain Operators

20.7 空间运算符Spatial Operators

20.8 划分Division

20.9 S型曲线函数Sigmoids

20.10 其他方法Other Approaches

20.11 夜间色调映射Night Tonemapping

20.12 讨论Discussion

21 隐式建模Implicit Modeling

21.1 隐式函数、骨架基元、求和混合Implicit Functions, Skeletal Primitives, and Summation Blending

21.2 渲染Rendering

21.3 空间划分Space Partitioning

21.4 混合的更多内容More on Blending

21.5 构造实体几何Constructive Solid Geometry

21.6 弯曲Warping

21.7 精确的接触建模Precise Contact Modeling

21.8 The BlobTree

21.9 交互式隐式建模系统Interactive Implicit Modeling Systems

22 游戏中的计算机图形学Computer Graphics in Games

22.1 平台Platforms

22.2 有限的资源Limited Resources

22.3 优化技术Optimization Techniques

22.4 游戏类型Game Types

22.5 游戏制作流程The Game Production Process

23 可视化Visualization

23.1 背景Background

23.2 数据类型Data Types

23.3 以人为中心的设计过程(Human-Centered Design Process

23.4 视觉编码原则Visual Encoding Principles

23.5 互动原则Interaction Principles

23.6 复合视图和相邻视图Composite and Adjacent Views

23.7 数据简化Data Reduction

23.8 示例Examples
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