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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### 三维游戏编程与计算机图形学中的数学基础 《Mathematics for 3D Game Programming and Computer Graphics, Third Edition》(三维游戏编程与计算机图形学中的数学基础第三版)由Eric Lengyel编写,该书深入浅出地介绍了在三维游戏开发及计算机图形学领域中所需的数学知识。作为一本广泛被认可的经典教材,本书不仅覆盖了基础知识,还涵盖了高级概念,为读者提供了全面而系统的指导。 #### 书籍概述 这本书分为几个主要部分,每一部分都精心设计以确保读者能够逐步掌握复杂的数学概念及其在三维游戏编程中的应用。书中首先介绍了基本的数学概念,包括向量、矩阵运算、几何变换等;随后,逐步深入到更高级的主题,如光线追踪、碰撞检测算法以及高级渲染技术等。 #### 核心知识点 1. **向量代数**:向量是三维空间中最基本的概念之一。本节内容涵盖了向量加减法、标量乘法、点积(内积)、叉积(外积)等内容。这些操作对于理解三维空间中的方向和位置至关重要。 2. **矩阵代数**:矩阵在三维游戏中用于表示坐标系变换。本书详细解释了如何使用矩阵进行旋转、缩放和平移变换,并讨论了如何通过复合变换来实现复杂场景的构建。 3. **几何变换**:这一部分着重介绍了几何体的变换方法,包括平移、旋转、缩放以及投影变换等。这些变换对于创建逼真的三维环境非常重要。 4. **光线追踪**:这是一种用于模拟光线在虚拟环境中的传播方式的技术,广泛应用于高级渲染效果的实现。书中详细探讨了光线与物体表面相交的检测方法,以及如何计算光线反射和折射。 5. **碰撞检测**:在三维游戏中,准确地检测物体之间的接触是非常重要的。本书介绍了几种常见的碰撞检测算法,如包围盒检测、三角形碰撞检测等,并讨论了如何优化这些算法以提高效率。 6. **高级渲染技术**:这部分内容涵盖了现代图形学中的一些高级主题,例如阴影、纹理映射、光照模型等。通过学习这些技术,开发者可以创造出更加逼真和美观的三维场景。 #### 结论 《Mathematics for 3D Game Programming and Computer Graphics, Third Edition》是一本不可多得的资源,它不仅适合初学者作为入门指南,也适合有一定经验的游戏开发者或图形学研究者作为参考书籍。通过本书的学习,读者不仅可以掌握必需的数学技能,还能了解到如何将这些理论知识应用到实际项目中,从而提升自己的技术水平。无论你是学生还是专业人员,在这个充满挑战和机遇的领域中,《Mathematics for 3D Game Programming and Computer Graphics, Third Edition》都将是你不可或缺的伙伴。
2019-12-21 19:51:36 11.31MB 3d游戏数学
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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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The LaTeX Graphics Companion 英文电子版,原书第二版,包含章节书签
2019-12-21 18:58:56 24.85MB latex graphic
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3D Game Engine Design - A Practical Approach To Real-Time Computer Graphics
2019-12-21 18:58:55 69.57MB Graphics
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