-Amazon.co.jp: 実践コンピュータグラフィックス―基礎手続きと応用: David F. Rogers, セイコー電子工業電子機器事業部: 本
--http://www.amazon.co.jp/exec/obidos/ASIN/4526021431/nilabwiki-22/ref=nosim/
--->目次
--->第1章 コンピュータグラフィックス序論
--->第2章 ラスタスキャングラフィックス
--->第3章 クリッピング
--->第4章 隠線・隠面消去
--->第5章 レンダリング
-Amazon.co.jp: Procedural Elements for Computer Graphics: David F. Rogers: 洋書
--http://www.amazon.co.jp/exec/obidos/ASIN/0070535485/nilabwiki-22/ref=nosim/
-Procedural Elements for Computer Graphics
--http://www.nar-associates.com/nar-publishing/pecgtoc.html
--->TABLE of CONTENTS
--->Preface xv
--->Preface to the First Edition xvii
--->
--->Chapter 1 Introduction To Computer Graphics 1
--->1-1 Overview of Computer Graphics 1
---> Representing Pictures 2
---> Preparing Pictures for Presentation 2
---> Presenting Previously Prepared Pictures 3
--->1-2 Raster Refresh Graphics Displays 6
---> Frame Buffers 7
--->1-3 Cathode Ray Tube Basics 11
---> Color CRT Raster Scan Monitors 13
--->1-4 Video Basics 14
---> American Standard Video 14
---> High Definition Television 17
--->1-5 Flat Panel Displays 17
---> Flat CRT 17
---> Plasma Display 18
---> Electroluminescent Display 21
---> Liquid Crystal Display 21
--->1-6 Hardcopy Output Devices 25
---> Electrostatic Plotters 25
---> Ink Jet Plotters 26
---> Thermal Plotters 28
---> Dye Sublimation Printers 30
---> Pen and Ink Plotters 31
---> Laser Printers 34
---> Color Film Cameras 36
--->1-7 Logical Interactive Devices 37
---> The Locator Function 38
---> The Valuator Function 39
---> The Buttom or Choice Function 39
---> The Pick Function 39
--->1-8 Physical Interactive Devices 39
---> Tablets 40
---> Touch Panels 41
---> Control Dials 41
---> Joystick 42
---> Trackball 42
---> Mouse 44
---> Function Switches 44
---> Light Pen 45
---> Spaceball 46
---> Data Glove 46
---> Simulation of Alternate Devices 47
--->1-9 Data Generation Devices 49
---> Scanners 49
---> Three-dimensional Digitizers 50
---> Motion Capture 51
--->1-10 Graphical User Interfaces 52
---> Command Line Interface 52
---> Cursors 54
---> Radio Buttons 55
---> Valuators 55
---> Scroll Bars 56
---> Grids 56
---> Dialog Boxes 57
---> Menus 58
---> Icons 59
---> Sketching 60
---> 3-D Interaction 63
---> Summary 64
--->
--->Chapter 2 Raster Scan Graphics 65
--->2-1 Line Drawing Algorithms 65
--->2-2 Digital Differential Analyzer 66
--->2-3 Bresenham's Algorithm 70
---> Integer Bresenham's Algorithm 74
---> General Bresenham's Algorithm 75
---> Faster Line Rasterization Algorithms 78
--->2-4 Circle Generation--Bresenham's Algorithm 79
--->2-5 Ellipse Generation 88
--->2-6 General Function Rasterization 95
--->2-7 Scan Conversion--Generation of the Display 97
---> Real-time Scan Conversion 97
---> A Simple Active Edge List Using Pointers 99
---> A Sorted Active Edge List 99
---> An Active Edge List Using a Linked List 101
---> Updating the Linked List 102
--->2-8 Image Compression 104
---> Run-length Encoding 104
---> Area Image Compression 107
--->2-9 Displaying Lines, Characters and Polygons 111
---> Line Display 111
---> Character Display 113
---> Solid Area Scan Conversion 114
--->2-10 Polygon Filling 115
---> Scan-converting Polygons 115
--->2-11 A Simple Parity Scan Conversion Algorithm 118
--->2-12 Ordered Edge List Polygon Scan Conversion 121
---> A Simple Ordered Edge List Algorithm 122
---> More Efficient Ordered Edge List Algorithms 123
--->2-13 The Edge Fill Algorithm 126
--->2-14 The Edge Flag Algorithm 131
--->2-15 Seed Fill Algorithms 133
---> A Simple Seed Fill Algorithm 134
---> A Scan Line Seed Fill Algorithm 137
--->2-16 Fundamentals of Antialiasing 142
---> Supersampling 143
---> subStraight Lines 144
---> subPolygon Interiors 151
---> Simple Area Antialiasing 152
---> The Convolution Integral and Antialiasing 156
---> Filter Functions 159
--->2-17 Halftoning 161
---> Patterning 161
---> Thresholding and Error Distribution 165
---> Ordered dither 169
--->
--->Chapter 3 Clipping 175
--->3-1 Two-dimensional Clipping 175
---> A Simple Visibility Algorithm 176
---> End Point Codes 177
--->3-2 Cohen-Sutherland Subdivision Line
---> Clipping Algorithm 181
--->3-3 Midpoint Subdivision Algorithm 187
--->3-4 Two-dimensional Line Clipping for
---> Convex Boundaries 192
---> Partially Visible Lines 193
--->3-5 Cyrus-Beck Algorithm 196
---> Partially Visible Lines 199
---> Totally Visible Lines 201
---> Totally Invisible Lines 201
---> Formal Statement of Cyrus-Beck Algorithm 203
---> Irregular Windows 207
--->3-6 Liang-Barsky Two-dimensional Clipping 208
---> Comparison with the Cyrus-Beck Algorithm 212
--->3-7 Nicholl-Lee-Nicholl Two-dimensional Clipping 217
--->3-8 Interior and Exterior Clipping 221
--->3-9 Identifying Convex Polygons and Determining the
---> Inward Normal 222
--->3-10 Splitting Concave Polygons 225
--->3-11 Three-dimensional Clipping 228
--->3-12 Three-dimensional Midpoint Subdivision Algorithm 231
--->3-13 Three-dimensional Cyrus-Beck Algorithm 233
--->3-14 Liang-Barsky Three-dimensional Clipping 239
--->3-15 Clipping in Homogeneous Coordinates 243
---> The Cyrus-Beck Algorithm 243
---> The Liang-Barsky Algorithm 245
--->3-16 Determining the Inward Normal and
---> Three-dimensional Convex Sets 248
--->3-17 Splitting Concave Volumes 250
--->3-18 Polygon Clipping 253
--->3-19 Reentrant Polygon Clipping--
---> Sutherland-Hodgman Algorithm 253
---> Determining the Visibility of a Point 355
---> Line Intersections 257
---> The Algorithm 258
--->3-20 Liang-Barsky Polygon Clipping 265
---> Entering and Leaving Vertices 265
---> Turning Vertices 267
---> Development of the Algorithm 268
---> Horizontal and Vertical Edges 271
---> The Algorithm 272
--->3-21 Concave Clipping Regions--
---> Weiler-Atherton Algorithm 276
---> Special Cases 282
--->3-22 Character Clipping 286
--->
--->Chapter 4 Visible Lines and Visible Surfaces 287
--->4-1 Introduction 287
--->4-2 Floating Horizon Algorithm 289
---> Upper Horizon 290
---> Lower Horizon 290
---> Function Interpolation 291
---> Aliasing 295
---> The Algorithm 295
---> Cross-hatching 303
--->4-3 Roberts Algorithm 303
---> Volume Matrices 306
---> Plane Equations 308
---> Viewing Transformations and Volume Matrices 311
---> Self-hidden Planes 314
---> Lines Hidden by Other Volumes 318
---> Penetrating Volumes 327
---> Totally Visible Lines 327
---> The Algorithm 330
--->4-4 Warnock Algorithm 343
---> Quadtree Data Structure 345
---> Subdivision Criteria 347
---> The Relationship of a Polygon to a Window 349
---> Hierarchical Application of
---> Polygon-Window Relations 354
---> Finding Surrounder Polygons 355
---> The Basic Algorithm 357
--->4-5 Appel's Algorithm 363
--->4-6 The Haloed Line Algorithm 366
--->4-7 Weiler-Atherton Algorithm 370
--->4-8 A Subdivision Algorithm for Curved Surfaces 374
--->4-9 Z-Buffer Algorithm 375
---> Incrementally Calculating the Depth 378
---> Hierarchical Z-Buffer 383
--->4-10 The A-Buffer Algorithm 384
--->4-11 List Priority Algorithms 387
--->4-12 The Newell-Newell-Sancha Algorithm 389
---> Implementing the Tests 390
--->4-13 Binary Space Partitioning 393
---> The Schumaker Algorithm 393
---> Binary Space Partition Trees 395
---> Constructing the BSP Tree 395
---> BSP Tree Traversal 398
---> Culling 400
---> Summary 400
--->4-14 Scan Line Algorithms 401
--->4-15 Scan Line Z-Buffer Algorithm 402
--->4-16 A Spanning Scan Line Algorithm 406
---> Invisible Coherence 415
---> An Object Space Scan Line Algorithm 416
--->4-17 Scan Line Algorithms for Curved Surfaces 417
--->4-18 Octrees 421
---> Octree Display 424
---> Linear Octrees 426
---> Manipulation of Octrees 426
---> Boolean Operations 426
---> Finding Neighboring Voxels 427
--->4-19 Marching Cubes 427
---> Ambiguous faces 429
--->4-20 A Visible Surface Ray Tracing Algorithm 432
---> Bounding Volumes 435
---> Clusters 439
---> Constructing the Cluster Tree 440
---> Priority Sort 440
---> Spatial Subdivision 441
---> subUniform Spatial Subdivision 442
---> subNonuniform Spatial Subdivision 445
---> Ray-Object Intersections 447
---> Opaque Visible Surface Algorithm 451
--->4-21 Summary 456
--->
--->Chapter 5 Rendering 457
--->5-1 Introduction 457
--->5-2 Illumination Models 460
--->5-3 A Simple Illumination Model 461
---> Specular Reflection 462
---> The Halfway Vector 465
--->5-4 Determining the Surface Normal 468
--->5-5 Determining the Reflection Vector 470
--->5-6 Gouraud Shading 474
--->5-7 Phong Shading 476
---> Fast Phong Shading 482
--->5-8 A Simple Illumination Model with Special Effects 483
--->5-9 A Physically Based Illumination Model 484
---> Energy and Intensity 485
---> Physically Based Illumination Models 487
---> The Torrance-Sparrow Surface Model 488
---> Wavelength Dependence--the Fresnel Term 491
---> Color Shift 492
---> Physical Characteristics of Light Sources 494
--->5-10 Transparency 496
---> Refraction Effects in Transparent Materials 497
---> Simple Transparency Models 498
---> Z-Buffer Transparency 500
---> Pseudotransparency 501
--->5-11 Shadows 502
---> The Scan Conversion Shadow Algorithms 506
---> Multiple-pass Visible Surface
---> Shadow Algorithms 508
---> The Shadow Volume Algorithms 509
---> Penumbra Shadows 514
---> Ray Tracing Shadow Algorithms 517
--->5-12 Texture 517
---> Mapping Functions 525
---> Two-part Texture Mapping 528
---> Environment Mapping 531
---> Bump Mapping 534
---> Procedural Textures 536
---> Texture Antialiasing 539
---> Mipmapping (Image Pyramids) 542
---> Summed Area Tables 544
--->5-13 Stochastic Models 545
--->5-14 A Global Illumination Model Using Ray Tracing 548
--->5-15 A More Complete Global Illumination Model Using
---> Ray Tracing 563
--->5-16 Advances in Ray Tracing 565
---> Cone Tracing 565
---> Beam Tracing 566
---> Pencil Tracing 567
---> Stochastic Sampling 567
---> Ray Tracing from the Light Source 570
--->5-17 Radiosity 571
---> Enclosures 573
---> Form Factors 575
---> The Hemicube 577
---> Rendering 582
---> Substructuring 584
---> Progressive Refinement 585
---> Sorting 586
---> The Ambient Contribution 586
---> Adaptive Subdivision 587
---> Hemicube Inaccuracies 589
---> Alternatives to the Hemicube 592
---> Hierarchical Radiosity and Clustering 594
---> Radiosity for Specular Environments 596
---> The Rendering Equation 597
--->5-18 Combined Ray Tracing and Radiosity 598
---> The Extended Two-pass Algorithm 602
--->5-19 Color 602
---> Chromaticity 603
---> Tristimulus Theory of Color 605
---> Color Primary Systems 606
---> Color Matching Experiment 606
---> Chromaticity Diagrams 609
---> The 1931 CIE Chromaticity Diagram 611
---> Uniform Color Spaces 615
---> Gamut Limitations 616
---> Transformations Between Color Systems 618
---> NTSC Color System 621
---> Color Cubes 622
---> The CMYK Color System 623
---> The Ostwald Color System 623
---> The HSV Color System 624
---> The HLS Color System 627
---> The Munsell Color System 630
---> The Pantone System 631
---> Gamma Correction 631
--->5-20 Color Image Quantization 633
---> The Bit Cutting Algorithm 634
---> The Popularity Algorithm 635
---> The Median Cut Algorithm 637
---> Octree Quantization 640
---> Sequential Scalar Quantization 644
---> Other Quantization Algorithms 647
--->5-21 Color Reproduction 648
---> Offset Printing 649
---> Color Separation 649
---> Tone Reproduction 649
---> Gray Balance 650
---> The Black Separation 650
---> Quantization Effects 650
---> Calibration 650
---> Gamut Mapping 651
--->5-22 Specialty Rendering Techniques 654
---> Duotone Printing 654
---> Rendering Natural Objects 656
---> Particle Systems 656
--->
--->Appendix Problems and Projects 657
--->References 665
--->Index 695
-nilog: 実践コンピュータグラフィックス 基礎手続きと応用 Procedural Elements for Computer Graphics 歴史を感じるアンケートハガキ、業種・職種・職責・会社規模。昭和62年発行。 http://t.co/Rix90ZXK (2012-03-10)
--http://www.nilab.info/nilog/?type=twitter&id=178292176067903488
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