
Andrew S. Glassner
Author of Graphics Gems
About the Author
Andrew Glassner works in the Next Media Group at Microsoft Research.
Works by Andrew S. Glassner
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Indeholder "Preface", "Introduction", "1. Approaches to Modeling", " What Is a Computer Model?", " Interactive Versus Prepared Modeling", " Additive Versus Subtractive Modeling", " Line Drawings and Shaded Drawings", " Static Versus Dynamic Display", " Static Versus Dynamic Models", " Physical Systems (Hardware)", " Summary", "2. Geometry", " Definitions", " Orientation of Coordinate Systems", " Angles, Radians, and Degrees", " Derivatives and Tangency", " Translation, Rotation, and Scaling show more (Translations)", " Vectors", " Summary", "3. Computer and Mathematical Concepts", " Bits, Bytes, and Words", " Memory Types", " Numbers as Attributes", " Interpolation", " Random Numbers", " Summary", "4. Surfaces in Space and Lighting", " Surfaces", " Hidden Surfaces", " Surface Normals", " Lighting Models", " Summary", "5. Polygons and Surface Shading", " Polygons: A Working Definition", " How to Model a Polygon", " Shading: An Overview", " Problems With Polygonal Models", " Summary", "6. Mapping", " Picture and Bump Mapping", " Shading Mapped Surfaces", " Applying Textures", " Summary", "7. Fractals", " Some Background", " An Airplane Ride", " Some Characteristics of Fractals", " How Computer Graphics Fractals Are Made", " Summary", "8. Curved Surfaces", " Shading and Definition", " Quadric Surfaces", " Summary", "9. Model Making", " Describing a Complex Object", " Instancing", " Articulation Trees", " Summary", "10. Real-World Rendering", " Object Space and Screen Space", " Projections and Perspective", " Output Techniques", " Summary", "11. Raster Rendering", " Frame Buffers", " Color Maps", " Frame Buffers With More Than Eight Bits", " Z-Buffers", " Z-Buffer Algorithm Problems", " Z-Buffer Algorithm Advantages", " Types of Rendering Algorithms", " Aliasing and Motion Blur", " Ray Tracing", " Summary", "12. Animation", " Persistence of Vision", " Conventional Two-Dimensional Animation", " Rotoscoping", " Mixed Media", " An Overview of Two-Dimensional Computer-Assisted Animation", " An Overview of Three-Dimensional Computer-Assisted Animation", " New Frontiers Offered by Computer Animation", " Summary", "13. Production Techniques", " Transitions", " Pans and Zooms", " Blurring, Edging, and Some Special Effects", " Mattes and Matting", " The Future", " Summary", "Index".
Sjovt at se tilbage på denne bog 40 år efter. Der er sket vildt meget, men det er stadig state-of-the-art at lave real-time rendering af fx en by, som Unity motoren er ved at kunne. Ifølge forordet er bogen skrevet i "vi" på en VAX 11/780 computer. De fleste af billederne er 640x512 eller 320x256. show less
Sjovt at se tilbage på denne bog 40 år efter. Der er sket vildt meget, men det er stadig state-of-the-art at lave real-time rendering af fx en by, som Unity motoren er ved at kunne. Ifølge forordet er bogen skrevet i "vi" på en VAX 11/780 computer. De fleste af billederne er 640x512 eller 320x256. show less
Aug 6, 2022Danish
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