计算机图形学是一个成功的技术故事。它的基本理念,表达方式,算法和硬件实现诞生于20世纪60-70年代,并在随后的20年间发展。在20世纪90年代中期,计算机图形技术已经相当成熟,但是其影响仍旧只是局限于某些"高端"程序,例如超级计算机上的科学可视化以及昂贵的飞行模拟器。现在的我们很难相信,但是在那个年代,很多计算机科学专业的学生对3D计算机图形一无所知! 近几十年来,计算机图形的商业性有了巨大发展。每一个现代PC都能够产生高质量的计算机生成图像,大部分是以视频游戏以及虚拟现实环境的形式。整个动画工业已经从其高端(例如Pixar电影)转移到了孩子们的电视机前。对于实拍电影,视觉特效领域也已经发生了翻天覆地的变化。当今的观众们也不会在看到不可思议的计算机特效时感到畏惧——这已经在预期当中了。 在本书中,我们将会介绍计算机图形技术中基础的数学与算法。我们使用编程API(applications programming interface)OpenGL来完成其中的内容。OpenGL是一个跨平台的图形编程环境,可以用于创建实时图形程序,例如视频游戏。
2019-12-21 19:53:36 68B 图形学 OpenGL
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Fluid Simulation for Computer Graphics, Second Edition, 第二版,高清完整带书签
2019-12-21 19:52:36 9.18MB 高清 书签 流体
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Fletcher would like to thank his wife, A’me, who endured the absolute eternity that it took to produce this book, and his general tendency to generate lots of interesting ideas for large-scale projects that are initiated and then dropped a quarter of the way through. (No more gigantic projects for at least two or three weeks, I promise!) Ian would like to thank his wife and children for not whining too loudly, and Fletcher for putting up with his procrastination. He would also like to thank Douglas Adams for the herring sandwich scoop, the bowl of petunias, and countless other references to the Hitchhiker’s Guide to the Galaxy trilogy that you will find in this book. Mike Pratcher gets a very huge thanks for his detailed and knowledgable critique, and for writing a very large portion of the exercises. Matt Carter made the robot and kitchen and agreed to numerous requests to pose the robot one way or another. Thanks to Glenn Gamble for the dead sheep. Eric Huang created the cover illustration and all other 2D artwork that required any artistic talent whatsoever. (The authors made the rest.) Pavel Krajcevski provided helpful criticism.
2019-12-21 19:51:58 18.88MB math 3d graphics
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This book surveys computer algorithms and programming techniques for specifying and generating motion for graphical objects, that is, computer animation. It is primarily concerned with three-dimensional (3D) computer animation. The main audience is advanced undergraduate or beginning graduate students in Computer Science. Computer graphics programmers who want to learn the basics of computer animation programming and artists who use software packages to generate computer animation (digital animators) who want to better understand the underlying computational issues of animation software will also benefit from this book.
2019-12-21 19:51:58 17.18MB math 3d graphics mathematics
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graphics.h和graphics.lib有什么作用大家都知道了吧,呵呵
2019-12-21 19:51:21 21KB graphics
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Computer graphics with opengl 4th edition 计算机图形学 第四版原版 作者: (美)Donald Hearn M. Pauline Baker Warren R. Carithers 译者: 蔡士杰 杨若瑜
2019-12-21 19:42:54 15.63MB OpenGL 计算机图形 图像
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3d 数学入门教程,由浅入深 3D Math Primer for Graphics and Game Development 2nd
2019-12-21 19:35:51 33.48MB 3dmath
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理解画图时,Graphics对象从哪里来的,画到什么地方去,如何实现画图时显示轨迹,代码简单,但搞懂简单的代码后,对其他的理解就非常方便,适合初学者.
2019-12-21 19:35:28 3KB java 画图,Graphics
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graphics的随笔画程序基于c语言,在vs2017编译下通过。功能:鼠标左键按住,画图。点击右键,退出程序(需要graphics.h)
2019-12-21 19:32:43 597B graphics 随笔画程序 c语言
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If you want to learn about 3D math in order to program games or graphics, then this book is for you. There are many books out there that promise to teach you how to make a game or put cool pictures up on the screen, so why should you read this particular book? This book offers several unique advantages over other books about games or graphics programming:  A unique topic. This book fills a gap that has been left by other books on graphics, linear algebra, simulation, and programming. It is an introductory book, meaning we have focused our efforts on providing thorough coverage on fundamental 3D concepts — topics that are normally glossed over in a few quick pages or relegated to an appendix in other publications (because, after all, you already know all this stuff). Our book is definitely the book you should read first, before buying that “Write a 3DVideoGame in 21Days” book. This book is not only an introductory book, it is also a reference book — a “toolbox” of equations and techniques that you can browse through on a first reading and then revisit when the need for a specific tool arises. 1 A unique approach. We take a three-pronged approach to the subject matter: math, geome- try, and code. The math part is the equations and numbers. This is where most books stop. Of course, the math is important, but to make it powerful, you have to have good intuition about how the math connects with the geometry.We will show you not just one but multiple ways to relate the numbers with the geometry on a variety of subjects, such as orientation in 3D, matrix multiplication, and quaternions. After the intuition comes the implementation; the code part is the practical part.We show real usable code that makes programming 3D math as easy as possible.  Unique authors. Our combined experience brings together academic authority with in-the-trenches practical advice. Fletcher Dunn has six years of professional game program- ming experience and several titles under his belt on a var
2019-12-21 19:24:43 11.23MB 3d math graphics game direct3d
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