作品介紹

計(jì)算機(jī)圖形學(xué)


作者:韓正賢     整理日期:2017-02-24 16:24:54


  《計(jì)算機(jī)圖形學(xué):基于3D圖形開(kāi)發(fā)技術(shù)》詳細(xì)闡述了與計(jì)算機(jī)游戲設(shè)計(jì)相關(guān)的基本解決方案及相應(yīng)的數(shù)據(jù)結(jié)構(gòu)和算法,主要包括游戲模型、頂點(diǎn)處理機(jī)制、光柵化操作、片元處理和輸出合并、光照和著色、參數(shù)曲線和表面、著色器模型、圖像紋理、凹凸貼圖、高級(jí)紋理操作、角色動(dòng)畫以及物理模擬等內(nèi)容。此外,《計(jì)算機(jī)圖形學(xué):基于3D圖形開(kāi)發(fā)技術(shù)》還提供了相應(yīng)代碼以及偽代碼,以幫助讀者進(jìn)一步理解相關(guān)方案的實(shí)現(xiàn)過(guò)程。

目錄:
  目 錄
  第1章 游戲模型............................................................................................................1
  1.1 游戲制作流程...................................................................................................1
  1.2 多邊形網(wǎng)格......................................................................................................4
  1.2.1 創(chuàng)建多邊形網(wǎng)格*....................................................................................6
  1.2.2 多邊形網(wǎng)格的表達(dá)方式......................................................................................9
  1.2.3 表面法線............................................................................................................13
  1.3 模型導(dǎo)出和導(dǎo)入...........................................................................................................15
  1.4 坐標(biāo)系統(tǒng)....... ................................................................................................................17
  本章練習(xí)...............................................................................................................................19
  第2章 頂點(diǎn)處理機(jī)制...................................................................................................20
  2.1 世界轉(zhuǎn)換.......................................................................................................................21
  2.1.1 仿射轉(zhuǎn)換以及齊次坐標(biāo)....................................................................................21
  2.1.2 世界矩陣...........................................................................................................24
  2.1.3 歐拉轉(zhuǎn)換................................................................................. ..........................28
  2.1.4 表面法線的轉(zhuǎn)換................................................................................................29
  2.2 視見(jiàn)轉(zhuǎn)換.......................................................................................................................31
  2.2.1 相機(jī)空間...........................................................................................................31
  2.2.2 空間轉(zhuǎn)換和視見(jiàn)矩陣........................................................................................32
  2.3 逐頂點(diǎn)光照.................................................................................................................37
  2.4 投影轉(zhuǎn)換......................................................................................................................38
  2.4.1 視見(jiàn)體................................................................................................................38
  2.4.2 投影矩陣...........................................................................................................40
  2.4.3 投影矩陣的推導(dǎo)過(guò)程*......................................................................................44
  本章練習(xí).......................................................................................................... ......................47
  ·VI· 計(jì)算機(jī)圖形學(xué)——基于3D圖形開(kāi)發(fā)技術(shù)
  第3章 光柵化操作.......................................................................................................49
  3.1 剪裁操作......................................................................................................................49
  3.2 透視除法......................................................................................................................50
  3.3 背面剔除操作...............................................................................................................51
  3.4 再訪坐標(biāo)系統(tǒng)*.............................................................................................................55
  3.4.1 3ds Max至OpenGL——翻轉(zhuǎn)坐標(biāo)軸................................................................55
  3.4.2 OpenGL至Direct3D——反射..........................................................................57
  3.4.3 OpenGL至Direct3D——頂點(diǎn)重排列...............................................................61
  3.5 視口轉(zhuǎn)換......................................................................................................................62
  3.6 掃描轉(zhuǎn)換......................................................................................................................65
  3.7 應(yīng)用:對(duì)象拾取操作...............................................................................................70
  3.7.1 計(jì)算世界空間中的光線....................................................................................70
  3.7.2 光線-對(duì)象相交測(cè)試...........................................................................................76
  本章練習(xí)...............................................................................................................................82
  第4章 片元處理和輸出合并.........................................................................................83
  4.1 紋理操作......................................................................................................................83
  4.1.1 紋理坐標(biāo)............................................................................................................84
  4.1.2 表面參數(shù)化操作................................................................................................86
  4.1.3 紋理坐標(biāo)與紋素地址........................................................................................87
  4.2 輸出合并......................................................................................................................89
  4.2.1 z緩沖區(qū)機(jī)制.......................................................................................................89
  4.2.2 Alpha混合...........................................................................................................91
  4.3 z剔除操作......................................................................................................................93
  4.3.1 單元(tile)剔除...............................................................................................93
  4.3.2 預(yù)寫Z值..............................................................................................................96
  本章練習(xí)...............................................................................................................................96
  第5章 光照和著色.......................................................................................................98
  5.1 Phong光照模型.............................................................................................................98
  5.1.1 漫反射................................................................................................................99
  5.1.2 鏡面反射..........................................................................................................101
  目 錄·VII·
  5.1.3 環(huán)境反射..........................................................................................................103
  5.1.4 發(fā)射光..............................................................................................................104
  5.2 著色和著色語(yǔ)言........................................................................................................104
  5.2.1 頂點(diǎn)和片元著色器........................... ...............................................................104
  5.2.2 高級(jí)著色語(yǔ)言*.................................................................................................105
  5.3 管線中的光照機(jī)制....................................................................................................107
  5.3.1 HLSL中的逐頂點(diǎn)光照機(jī)制*...........................................................................107
  5.3.2 逐頂點(diǎn)光照與逐片元光照..............................................................................109
  5.3.3 HLSL中的逐片元光照*...................................................................................111
  5.4 全局光照.....................................................................................................................113
  5.4.1 光線跟蹤..........................................................................................................113
  5.4.2 輻射度..............................................................................................................117
  本章練習(xí)..............................................................................................................................119
  第6章 參數(shù)曲線和表面....................................................................................121
  6.1 參數(shù)曲線.....................................................................................................................121
  6.1.1 Bezier曲線......................................................................................................121
  6.1.2 Hermite曲線和Catmull-Rom樣條...................................................................126
  6.2 應(yīng)用:相機(jī)路徑.........................................................................................................127
  6.3 Bezier表面..................................................................................................................130
  6.3.1 雙線性面片......................................................................................................130
  6.3.2 雙二次Bezier面片............................................................................... .............134
  6.3.3 雙三次Bezier面片............................................................................................138
  6.3.4 Bezier三角形...............................................................................................140
  本章練習(xí)..............................................................................................................................144
  第7章 著色器模型...........................................................................................146
  7.1 著色器模型4和幾何體著色器...................................................................................146
  7.2 應(yīng)用:動(dòng)態(tài)粒子系統(tǒng).................................................................................................147
  7.2.1 粒子的物理模擬..............................................................................................148
  7.2.2 焰火模擬..........................................................................................................150
  7.2.3 渲染焰火..........................................................................................................153
  ·VIII· 計(jì)算機(jī)圖形學(xué)——基于3D圖形開(kāi)發(fā)技術(shù)
  7.3 著色器模型5和拼接操作...........................................................................................155
  7.4 應(yīng)用:PN三角形........................................................................................................156
  7.4.1 計(jì)算控制點(diǎn)......................................................................................................157
  7.4.2 計(jì)算控制法線..................................................................................................160
  7.4.3 PN三角形拼接操作.........................................................................................163
  本章練習(xí)..............................................................................................................................165
  第8章 圖像紋理........................................................................................................166
  8.1 紋理尋址模式............................................................................................................166
  8.2 紋理過(guò)濾機(jī)制.............................................................................................................168
  8.2.1 放大操作..........................................................................................................169
  8.2.2 縮小操作..........................................................................................................170
  8.3 紋理鏈........................................................................................................................171
  8.3.1 紋理鏈的構(gòu)建過(guò)程..........................................................................................172
  8.3.2 紋理鏈過(guò)濾機(jī)制..............................................................................................173
  8.3.3 紋理鏈過(guò)濾的選取方案..................................................................................175
  8.4 各向異性過(guò)濾機(jī)制.....................................................................................................179
  本章練習(xí)............................................................................................................................184
  第9章 凹凸貼圖........................................................................................................186
  9.1 高度場(chǎng).........................................................................................................................187
  9.2 法線貼圖原理.............................................................................................................188
  9.2.1 法線貼圖..........................................................................................................188
  9.2.2 法線貼圖算法..................................................................................................190
  9.3 切空間法線貼圖.........................................................................................................194
  9.3.1 切空間法線貼圖算法.............................................................................. ........194
  9.3.2 切空間計(jì)算......................................................................................................198
  9.4 法線貼圖應(yīng)用.............................................................................................................200
  9.5 視差貼圖....................................................................................................................203
  9.6 偏置貼圖....................................................................................................................206
  本章練習(xí)............................................................................................................................210
  第10章 高級(jí)紋理操作...............................................................................................211
  10.1 環(huán)境貼圖...................................................................................................................211
  目 錄·IX·
  10.1.1 立方體貼圖....................................................................................................211
  10.1.2 立方體貼圖訪問(wèn)機(jī)制*...................................................................................214
  10.1.3 動(dòng)態(tài)立方體貼圖............................................................................................216
  10.2 光照貼圖...................................................................................................................217
  10.2.1 漫反射光照貼圖............................................................................................217
  10.2.2 輻射度法線貼圖*...........................................................................................218
  10.3 陰影貼圖...................................................................................................................222
  10.3.1 陰影貼圖算法................................................................................................224
  10.3.2 基于陰影貼圖的著色器代碼........................................................................228
  10.3.3 陰影貼圖過(guò)濾機(jī)制........................................................................................231
  10.4 環(huán)境遮擋...................................................................................................................234
  10.5 延遲著色...................................................................................................................238
  本章練習(xí)..............................................................................................................................240
  第11章 角色動(dòng)畫.......................................................................................................241
  11.1 關(guān)鍵幀動(dòng)畫...............................................................................................................241
  11.2 旋轉(zhuǎn)...........................................................................................................................244
  11.2.1 歐拉角插值....................................................................................................244
  11.2.2 四元數(shù)表達(dá)方式............................................................................................245
  11.2.3 基于四元數(shù)的旋轉(zhuǎn)........................................................................................246
  11.2.4 四元數(shù)插值....................................................................................................250
  11.3 層次結(jié)構(gòu)建模以及空間變換...................................................................................252
  11.3.1 層次結(jié)構(gòu)模型................................................................................................252
  11.3.2 骨骼間的空間變換........................................................................................256
  11.3.3 世界空間至骨骼空間的轉(zhuǎn)換........................................................................258
  11.4 前向運(yùn)動(dòng)學(xué)...............................................................................................................260
  11.5 蒙皮和關(guān)鍵幀動(dòng)畫...................................................................................................263
  11.5.1 蒙皮................................................................................................................263
  11.5.2 關(guān)鍵幀動(dòng)畫中的蒙皮....................................................................................265
  11.6 逆向運(yùn)動(dòng)學(xué)...............................................................................................................268
  11.6.1 解析法............................................................................................................269
  11.6.2 循環(huán)坐標(biāo)下降法............................................................................................270
  ·X· 計(jì)算機(jī)圖形學(xué)——基于3D圖形開(kāi)發(fā)技術(shù)
  本章練習(xí)..............................................................................................................................272
  第12章 物理模擬......................................................................................................274
  12.1 懲罰方案...................................................................................................................274
  12.2 沖量方案...................................................................................................................276
  12.2.1 沖量................................................................................................................277
  12.2.2 基于沖量的碰撞求解方案............................................................................278
  12.3 碰撞檢測(cè)...................................................................................................................282
  12.3.1 色圍體及其層次結(jié)構(gòu)....................................................................................283
  12.3.2 三角形-三角形相交測(cè)試...............................................................................286
  本章練習(xí)..............................................................................................................................288
  參考文獻(xiàn)........................................................................................................................289





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計(jì)算機(jī)圖形學(xué)的作者是韓正賢,全書語(yǔ)言優(yōu)美,行文流暢,內(nèi)容豐富生動(dòng)引人入勝。為表示對(duì)作者的支持,建議在閱讀電子書的同時(shí),購(gòu)買紙質(zhì)書。

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