计算机图形学的入门级书籍,几乎是必须接触的。下面是摘录:
This edition of Fundamentals of Computer Graphics includes substantial rewrites
of the chapters on textures and graphics hardware, as well as many corrections
throughout. The figures are now in color throughout the book.
The organization of the book remains substantially similar to the third edition.
In our thinking, Chapters 2 through 8 constitute the “core core,” taking the
straight and narrow path through what is absolutely required for understanding
how images get onto the screen using the complementary approaches of ray tracing
and rasterization. Ray tracing is covered first, since it is the simplest way to
generate images of 3D scenes, followed by the mathematical machinery required
for the graphics pipeline, then the pipeline itself. After that, the “outer core” covers
other topics that would commonly be included in an introductory class, such
as sampling theory, texture mapping, spatial data structures, and splines. Starting
with Chapter 15 is a number of contributed chapters, authored by contributors we
have chosen both for their expertise and for their clear way of expressing ideas.
As we have revised this book over the years, we have endeavored to retain
the informal, intuitive style of presentation that characterizes the earlier editions,
while at the same time improving consistency, precision, and completeness. We
hope the reader will find the result is an appealing platform for a variety of courses
in computer graphics.
1