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· 분류 : 외국도서 > 컴퓨터 > 컴퓨터 그래픽
· ISBN : 9780367721800
· 쪽수 : 344쪽
· 출판일 : 2021-07-07
목차
Introduction to Computer Graphics 1.1 Core Concepts and Vocabulary 1.2 The Graphics Pipeline 1.2.1 Application Stage 1.2.2 Geometry Processing 1.2.3 Rasterization 1.2.4 Pixel Processing 1.3 Setting up a Development Environment 1.3.1 Installing Python 1.3.2 Python Packages 1.3.3 Sublime Text 1.4 Summary and Next Steps? ? Introduction to Pygame and OpenGL 2.1 Creating Windows with Pygame 2.2 Drawing a Point 2.2.1 OpenGL Shading Language 2.2.2 Compiling GPU Programs 2.2.3 Rendering in the Application 2.3 Drawing Shapes 2.3.1 Using Vertex Buffers 2.3.2 An Attribute Class 2.3.3 Hexagons, Triangles and Squares 2.3.4 Passing Data Between Shaders 2.4 Working with Uniform Data 2.4.1 Introduction to Uniforms 2.4.2 A Uniform Class 2.4.3 Applications and Animations 2.5 Adding Interactivity 2.5.1 Keyboard Input with Pygame 2.5.2 Incorporating with Graphics Programs 2.6 Summary and Next Steps? ? Matrix Algebra and Transformations 3.1 Introduction to Vectors and Matrices 3.1.1 Vector Definitions and Operations 3.1.2 Linear Transformations and Matrices 3.1.3 Vectors and Matrices in Higher Dimensions 3.2 Geometric Transformations 3.2.1 Scaling 3.2.2 Rotation 3.2.3 Translation 3.2.4 Projections 3.2.5 Local Transformations 3.3 A Matrix Class 3.4 Incorporating with Graphics Programs 3.5 Summary and Next Steps ? A Scene Graph Framework 4.1 Overview of Class Structure 4.2 3D Objects 4.2.1 Scene and Group 4.2.2 Camera 4.2.3 Mesh 4.3 Geometry objects 4.3.1 Rectangles 4.3.2 Boxes 4.3.3 Polygons 4.3.4 Parametric Surfaces and Planes 4.3.5 Spheres and Related Surfaces 4.3.6 Cylinders and Related Surfaces 4.4 Material objects 4.4.1 Base Class 4.4.2 Basic Materials 4.5 Rendering Scenes 4.6 Custom Geometry and Material Objects 4.7 Extra Components 4.7.1 Axes and Grids 4.7.2 Movement Rig 4.8 Summary and Next Steps? ? Textures 5.1 A Texture Class 5.2 Texture Coordinates 5.2.1 Rectangles 5.2.2 Boxes 5.2.3 Polygons 5.2.4 Parametric Surfaces 5.3 Using Textures in Shaders 5.4 Rendering Scenes with Textures 5.5 Animated Effects with Custom Shaders 5.6 Procedurally Generated Textures 5.7 Using Text in Scenes 5.7.1 Rendering Text Images 5.7.2 Billboarding 5.7.3 Heads-Up Displays and Orthogonal Cameras 5.8 Rendering Scenes to Textures 5.9 Post-Processing 5.10 Summary and Next Steps ? Light and Shadow 6.1 Introduction to Lighting 6.2 Light Classes 6.3 Normal Vectors 6.3.1 Rectangles 6.3.2 Boxes 6.3.3 Polygons 6.3.4 Parametric Surfaces 6.4 Using Lights in Shaders 6.4.1 Structs and Uniforms 6.4.2 Light-Based Materials 6.5 Rendering Scenes with Lights 6.6 Extra Components 6.7 Bump Mapping 6.8 Bloom and Glow Effects 6.9 Shadows 6.9.1 Theoretical Background 6.9.2 Adding Shadows to the Framework 6.10 Summary and Next Steps???????????














