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E-raamat: Graphics and Visualization: Principles & Algorithms

  • Formaat: 752 pages
  • Ilmumisaeg: 30-May-2008
  • Kirjastus: A K Peters
  • Keel: eng
  • ISBN-13: 9781466556096
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  • Formaat: 752 pages
  • Ilmumisaeg: 30-May-2008
  • Kirjastus: A K Peters
  • Keel: eng
  • ISBN-13: 9781466556096

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This textbook on visual computing methods and data analysis differs from similar reference volumes by integrating graphic and visualization topics such as subdivision surfaces, scene graphs, shadow generation, ambient occlusion and high dynamic range images. Theoharis (U. of Athens, Greece), Papaioannou (Athens U., Greece), Patrikalakis (MIT) and Platis (U of Peloponnese, Greece) cover the acquisition, analysis and synthesis of visual data, concluding each chapter with exercises that can be used as class assignments for engineering students. Multi-resolution models and skeletal animation are also discussed. Annotation ©2008 Book News, Inc., Portland, OR (booknews.com)

This book is a comprehensive introduction to visual computing, dealing with the acquisition, analysis, and synthesis of visual data by means of computers. What sets this book apart from other computer graphics texts is the integrated coverage of computer graphics and visualization topics, including important techniques such as subdivision surfaces, scene graphs, multi-resolution models, shadow generation, and ambient occlusion. Practitioners and students will benefit from the complete coverage of the principles that are the basic tools of their trade, from elementary computer graphics to advanced visualization techniques.

Arvustused

Computer and engineering collections strong in applied graphics and analysis of visual data via computer will find Graphics & Visualization: Principles and Algorithms makes an excellent classroom text as well as supplemental reading. It integrates coverage of computer graphics and other visualization topics, from shadow geneeration and particle tracing to spatial subdivision and vector data visualization, and it provides a thorough review of literature from multiple experts, making for a comprehensive review essential to any advanced computer study. California Bookwatch, November 2008

The author's writing style is crisp, direct, and effective, and they start at an appropriate level of introduction for students new to computer graphics. The mathematical notation they use is efficient and consistent with that used in other undergraduate textbooks. There's a point at which additional examples unduly bloat a text, but the authors achieve an effective balance with the ones they've chosen to include. This is the most apparent in the chapter on 2D and 3D coordinates systems and transformations, which also includes a good section of exercises for all topics. ... On the whole, the authors have produced an excellent text with good coverage of essential topics and advanced treatment in many areas. In courses not emphasizing animation, or with the addition of extra materials in this area, the book should provide a good option as a course textbook. For researchers and practitioners outside of computer graphics who are interested in the field (particularly in modeling and rendering), this book provides a fine introduction. Russell A. and Holly E. Rushmeier, Computing Now Book Reviews, April 2009 Computer and engineering collections strong in applied graphics and analysis of visual data via computer will find Graphics & Visualization: Principles and Algorithms makes an excellent classroom text as well as supplemental reading. It integrates coverage of computer graphics and other visualization topics, from shadow geneeration and particle tracing to spatial subdivision and vector data visualization, and it provides a thorough review of literature from multiple experts, making for a comprehensive review essential to any advanced computer study. California Bookwatch, November 2008

The authors' writing style is crisp, direct, and effective, and they start at an appropriate level of introduction for students new to computer graphics. The mathematical notation they use is efficient and consistent with that used in other undergraduate textbooks. There's a point at which additional examples unduly bloat a text, but the authors achieve an effective balance with the ones they've chosen to include. This is the most apparent in the chapter on 2D and 3D coordinates systems and transformations, which also includes a good section of exercises for all topics. ... On the whole, the authors have produced an excellent text with good coverage of essential topics and advanced treatment in many areas. In courses not emphasizing animation, or with the addition of extra materials in this area, the book should provide a good option as a course textbook. For researchers and practitioners outside of computer graphics who are interested in the field (particularly in modeling and rendering), this book provides a fine introduction. Russell A. and Holly E. Rushmeier, Computing Now Book Reviews, April 2009

Preface xi
Introduction
1(26)
Brief History
1(4)
Applications
5(1)
Concepts
6(2)
Graphics Pipeline
8(4)
Image Buffers
12(4)
Graphic Hardware
16(9)
Conventions
25(2)
Rasterization Algorithms
27(46)
Introduction
27(2)
Mathematical Curves and Finite Differences
29(3)
Line Rasterization
32(4)
Circle Rasterization
36(2)
Point-in-Polygon Tests
38(2)
Polygon Rasterization
40(8)
Perspective Correction
48(1)
Spatial Antialiasing
49(7)
Two-Dimensional Clipping Algorithms
56(14)
Exercises
70(3)
2D and 3D Coordinate Systems and Transformations
73(44)
Introduction
73(1)
Affine Transformations
74(2)
2D Affine Transformations
76(4)
Composite Transformations
80(3)
2D Homogeneous Affine Transformations
83(2)
2D Transformations Examples
85(9)
3D Homogeneous Affine Transformation
94(3)
3D Transformations Example
97(11)
Quaternions
108(5)
Geometric Properties
113(1)
Exercises
114(3)
Projections and Viewing Transformations
117(26)
Introduction
117(1)
Projections
118(7)
Projection Examples
125(4)
Viewing Transformation
129(7)
Extended Viewing Transformation
136(4)
Frustum Culling and the Viewing Transformation
140(1)
The Viewport Transformation
141(1)
Exercises
142(1)
Culling and Hidden Surface Elimination Algorithms
143(32)
Introduction
143(2)
Back-Face Culling
145(1)
Frustum Culling
146(5)
Occlusion Culling
151(7)
Hidden Surface Elimination
158(10)
Efficiency Issues
168(5)
Exercises
173(2)
Model Representation and Simplification
175(16)
Introduction
175(1)
Overview of Model Forms
176(1)
Properties of Polygonal Models
177(2)
Data Structures for Polygonal Models
179(4)
Polygonal Model Simplification
183(6)
Exercises
189(2)
Parametric Curves and Surfaces
191(58)
Introduction
191(1)
Bezier Curves
192(14)
B-Spline Curves
206(15)
Rational Bezier and B-Spline Curves
221(5)
Interpolation Curves
226(13)
Surfaces
239(7)
Exercises
246(3)
Subdivision for Graphics and Visualization
249(52)
Introduction
249(1)
Notation
250(1)
Subdivision Curves
251(4)
Subdivision Surfaces
255(15)
Manipulation of Subdivision Surfaces
270(7)
Analysis of Subdivision Surfaces
277(6)
Subdivision Finite Elements
283(16)
Exercises
299(2)
Scene Management
301(20)
Introduction
301(2)
Scene Graphs
303(12)
Distributed Scene Rendering
315(4)
Exercises
319(2)
Visualization Principles
321(22)
Introduction
321(2)
Methods of Scientific Exploration
323(2)
Data Aspects and Transformations
325(3)
Time-Tested Principles for Good Visual Plots
328(3)
Tone Mapping
331(4)
Matters of Perception
335(3)
Visualizing Mulitidimensional Data
338(3)
Exercises
341(2)
11 Color in Graphics and Visualization
343(24)
Introduction
343(1)
Grayscale
343(7)
Color Models
350(11)
Web Issues
361(1)
High Dynamic Range Images
362(3)
Exercises
365(2)
Illumination Models and Algorithms
367(62)
Introduction
367(1)
The Physics of Light-Object Interaction I
368(4)
The Lambert Illumination Model
372(4)
The Phong Illumination Model
376(7)
Phong Model Vectors
383(7)
Illumination Algorithms Based on the Phong Model
390(8)
The Cook-Torrance Illumination Model
398(7)
The Oren-Nayar Illumination Model
405(6)
The Strauss Illumination Model
411(3)
Anisotropic Reflectance
414(3)
Ambient Occlusion
417(5)
Shader Source Code
422(4)
Exercises
426(3)
Shadows
429(34)
Introduction
429(2)
Shadows and Light Sources
431(2)
Shadow Volumes
433(15)
Shadow Maps
448(13)
Exercises
461(2)
Texturing
463(66)
Introduction
463(1)
Parametric Texture Mapping
464(6)
Texture-Coordinate Generation
470(16)
Texture Magnification and Minification
486(9)
Procedural Textures
495(8)
Texture Transformation
503(2)
Relief Respresentation
505(9)
Texture Atlases
514(11)
Texture Hierarchies
525(2)
Exercises
527(2)
Ray Tracing
529(36)
Introduction
529(1)
Principles of Ray Tracing
530(7)
The Recursive Ray-Tracing Algorithm
537(8)
Shooting Rays
545(4)
Scene Intersection Traversal
549(10)
Deficiencies of Ray Tracing
559(2)
Distributed Ray Tracing
561(3)
Exercises
564(1)
Global Illumination Algorithms
565(50)
Introduction
565(1)
The Physics of Light-Object Interaction II
566(7)
Monte Carlo Integration
573(3)
Computing Direct Illumination
576(14)
Indirect Illumination
590(15)
Radiosity
605(6)
Conclusion
611(1)
Exercises
611(4)
Basic Animation Techniques
615(28)
Introduction
615(2)
Low-Level Animation Techniques
617(15)
Rigid-Body Animation
632(1)
Skeletal Animation
633(4)
Physically-Based Deformable Models
637(2)
Particle Systems
639(2)
Exercises
641(2)
Scientific Visualization Algorithms
643(32)
Introduction
643(3)
Scalar Data Visualization
646(14)
Vector Data Visualization
660(12)
Exercises
672(3)
A Vector and Affine Spaces
675(10)
Vector Spaces
675(7)
Affine Spaces
682(3)
B Differential Geometry Basics
685(12)
Curves
685(6)
Surfaces
691(6)
C Intersection Tests
697(8)
Planar Line-Line Intersection
698(1)
Line-Plane Intersection
699(1)
Line-Triangle Intersection
699(2)
Line-Sphere Intersection
701(1)
Line-Convex Polyhedron Intersection
702(3)
D Solid Angle Calculations
705(4)
E Elements of Signal Theory
709(8)
Sampling
709(1)
Frequency Domain
710(1)
Convolution and Filtering
711(4)
Sampling Theorem
715(2)
Bibliography 717(27)
Index 744
T. Theoharis, Georgios Papaioannou, Nikolaos Platis, Nicholas M. Patrikalakis