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 of Computer Graphics

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 of Computer Graphics

-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
--