Photo de l'auteur

Andrew S. Glassner

Auteur de Graphics Gems

16 oeuvres 379 utilisateurs 2 critiques

A propos de l'auteur

Andrew Glassner works in the Next Media Group at Microsoft Research.

Comprend les noms: Andrew Glassner

Œuvres de Andrew S. Glassner

Étiqueté

Partage des connaissances

Date de naissance
1960
Sexe
male
Nationalité
USA

Membres

Critiques

Indeholder "Preface", "Introduction", "1. Approaches to Modeling", " What Is a Computer Model?", " Interactive Versus Prepared Modeling", " Additive Versus Subtractive Modeling", " Line Drawings and Shaded Drawings", " Static Versus Dynamic Display", " Static Versus Dynamic Models", " Physical Systems (Hardware)", " Summary", "2. Geometry", " Definitions", " Orientation of Coordinate Systems", " Angles, Radians, and Degrees", " Derivatives and Tangency", " Translation, Rotation, and Scaling (Translations)", " Vectors", " Summary", "3. Computer and Mathematical Concepts", " Bits, Bytes, and Words", " Memory Types", " Numbers as Attributes", " Interpolation", " Random Numbers", " Summary", "4. Surfaces in Space and Lighting", " Surfaces", " Hidden Surfaces", " Surface Normals", " Lighting Models", " Summary", "5. Polygons and Surface Shading", " Polygons: A Working Definition", " How to Model a Polygon", " Shading: An Overview", " Problems With Polygonal Models", " Summary", "6. Mapping", " Picture and Bump Mapping", " Shading Mapped Surfaces", " Applying Textures", " Summary", "7. Fractals", " Some Background", " An Airplane Ride", " Some Characteristics of Fractals", " How Computer Graphics Fractals Are Made", " Summary", "8. Curved Surfaces", " Shading and Definition", " Quadric Surfaces", " Summary", "9. Model Making", " Describing a Complex Object", " Instancing", " Articulation Trees", " Summary", "10. Real-World Rendering", " Object Space and Screen Space", " Projections and Perspective", " Output Techniques", " Summary", "11. Raster Rendering", " Frame Buffers", " Color Maps", " Frame Buffers With More Than Eight Bits", " Z-Buffers", " Z-Buffer Algorithm Problems", " Z-Buffer Algorithm Advantages", " Types of Rendering Algorithms", " Aliasing and Motion Blur", " Ray Tracing", " Summary", "12. Animation", " Persistence of Vision", " Conventional Two-Dimensional Animation", " Rotoscoping", " Mixed Media", " An Overview of Two-Dimensional Computer-Assisted Animation", " An Overview of Three-Dimensional Computer-Assisted Animation", " New Frontiers Offered by Computer Animation", " Summary", "13. Production Techniques", " Transitions", " Pans and Zooms", " Blurring, Edging, and Some Special Effects", " Mattes and Matting", " The Future", " Summary", "Index".

Sjovt at se tilbage på denne bog 40 år efter. Der er sket vildt meget, men det er stadig state-of-the-art at lave real-time rendering af fx en by, som Unity motoren er ved at kunne. Ifølge forordet er bogen skrevet i "vi" på en VAX 11/780 computer. De fleste af billederne er 640x512 eller 320x256.
… (plus d'informations)
 
Signalé
bnielsen | Aug 6, 2022 |

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Statistiques

Œuvres
16
Membres
379
Popularité
#63,709
Évaluation
½ 3.6
Critiques
2
ISBN
27

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