Author: Roger A. Roger, translated by Shi Jiaoying and others
Publisher:
Publish Date: 2002-01-01
Features: This book can be largely considered a rewrite. It holds special value for students, programmers, and computer graphics professionals. The newly added sections mainly include graphical user interfaces, ellipses, image compression, and anti-aliasing algorithms for lines. In addition to the classic Cohen-Sutherland clipping algorithm, the midpoint subdivision method, the Cyrus-Beck clipping algorithm, and the Sutherland-Hodgman clipping algorithm, the book also introduces the Liang-Barsky clipping algorithm and the Nicholl-Lee-Nicholl clipping algorithm. The chapter on visibility algorithms has been expanded with classic algorithms such as the Appel algorithm, wireframe rendering, the A-buffer, binary space partitioning (BSP), octree, and the marching cubes algorithm. The original visibility ray tracing algorithm has also been significantly expanded. The rendering chapter now includes physically-based lighting models, transparent materials, shadows, and textures, as well as cone ray tracing, bundle ray tracing, pencil ray tracing, and stochastic ray tracing.
This second edition of the classic computer graphics textbook "Computer Graphics" can be largely considered a rewrite. The book holds special value for students, programmers, and computer graphics professionals. The newly added sections mainly include graphical user interfaces, ellipses, image compression, and anti-aliasing algorithms for lines. The clipping algorithms, in addition to the classic Cohen-Sutherland, midpoint subdivision, Cyrus-Beck, and Sutherland-Hodgman algorithms, also introduce the Liang-Barsky and Nicholl-Lee-Nicholl algorithms. The visibility algorithms chapter, beyond the classic algorithms, adds the Appel algorithm, wireframe rendering, the A-buffer, binary space partitioning (BSP), octree occlusion algorithms, and the marching cubes algorithm. The original visibility ray tracing algorithm has also been greatly expanded. The rendering chapter now includes physically-based lighting models, transparent materials, shadows, and textures, as well as cone ray tracing, bundle ray tracing, pencil ray tracing, and stochastic ray tracing.
This version also provides a detailed introduction to the basics of radiometry and adds content such as uniform color spaces, gamma correction, quantization of color images, and color reproduction on printing media. However, it retains many of the meticulously crafted examples from the previous edition and provides corresponding supplements.
Fundamentals of Computer Graphics Algorithms
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