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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