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英文版pdf,非中文。中文版我看了100来页,翻得太差,严重影响阅读理解,强烈推荐直接读英文。本书英文版学习曲线略陡,有些公式推倒书里缺些关键过程,需要多查资料多思考。
Editor Til Publishing services manager George morrison Senior production editor Brandy lill Project Management Elisabeth Beller Cover Design Chen Design Associates, San Francisco Design Rebecca ev Composition windfall Software, using Zz TEX Technical lllustration Dartmouth Publishing Copyeditor Yonie O Proofreader Jennifer McClain Indexer Steve rath Interior and Cover Printer Hing Yip Printers, Ltd Morgan Kaufmann Publishers is an imprint of Elsevier 500 Sansome street suite 400. san francisco ca 94111 This book is printed on acid-free paper o 2007 by Elscvicr Inc. All rights rescrved Designations used by companies to distinguish their products are often claimed as trademarks or registered trademarks. In all instances in which Morgan Kaufmann Publishers is aware of a claim, the product names appear in initial capital or al capital letters. Readers, however, should contact the appropriate companies for more complete information regarding trademarks and registration No part of this publication may be reproduced, stored in a retrieval system, or trans mitted in any form or by any means--electronic, mechanical, photocopying,scan- ning, or otherwise--without prior written permission of the publisher. Permissions may be sought directly from Elseviers Science Technology rights De- partment in Oxford,UK: phone: (+44)1865 843830, fax:(+44)1865 853333, e-mail permissions@elsevier.com.Youmayalsocompleteyourrequestonlineviatheelsevier homepage(http://elsevier.com),byselectingSupport&Contact"then"copyright and Permission"and then"Obtaining Permissions Library of Congress Cataloging-in-Publication Data: Application submitted ISBN13:978-0-12-229063-3 ISBN10:0-12-229063-1 For information on all Morgan Kaufmann publications, visit our Wcb sitc atwww.mkp.comorwww.books.elsevier.com Printed in the united states of america 100908070654321 Working together to grow libraries in developing countries www.elscvicn.coniwww.bookaid.orgIwww.sabre.ong ELSEvier bOok aid abre Foundation TRADEMARKS The following trademarks, mentioned in this book and the accompanying CD-ROM, are the property of the following organizations: Altivec is a trademark of freescale semiconductor Directx direct3d, visual c++, windows Xbox, and xbox 360 are trademarks of Microsoft Corporation Game Cube is a trademark of nintendo GeForce, Riva TNT, and the cg language are trademarks of nvidia corpora tic Java 3D is a trademark of Sun microsystems Macintosh is a trademark of Apple Corporation Morrowind and the elder scrolls are trademarks of bethesda softworks llo Netlmmerse and gamebryo are trademarks of emergent game Technologies OpengL is a trademark of Silicon graphics, Inc Pentium and Streaming SIMD Extensions(SSE)are trademarks of Intel Corpo ration PhysX is a trademark of Ageia Technologies, Inc. Playstation 2 and playstation 3 are trademarks of Sony Corporation PowerpC is a trademark of ibm Prince of persia 3d is a trademark of Broderbund Softwarc, Inc 3DNowl is a trademark of advanced micro devices 3D Studio max is a trademark of Autodesk Inc ABOUT THE AUTHOR DaveEberlyisthepresidentofGeometricTools,Inc.(www.geometrictools.com),a company that specializes in software development for computer graphics, image analysis, and numerical methods. Previously, he was the director of engineering at Numerical Design Ltd (NDL), the company responsible for the real-time 3D game engine, NetImmerse. He also worked for ndl on gamebryo, which was the next generation cnginc aftcr NctImmcrsc. His background includes a ba dcgrcc in math ematics from Bloomsburg University, MS and Phd degrees in mathematics from the University of Colorado at Boulder, and MS and phd degrees in computer science from the University of North Carolina at Chapel Hill. He is the author of game Physics(2004)and 3D Game Engine Architecture(2005) and coauthor with Phili Schneider of geometric Tools for Computer graphics(2003), all published by morgan Kaufmann as a mathematician, Dave did research in the mathematics of combus- tion, signal and image proccssing, and length-biascd distributions in statistics. Hc was an associate professor at the University of Texas at San Antonio with an adjunct appointment in radiology at the U.T. Health Science Center at San Antonio. In 1991 he gave up his tenured position to retrain in computer science at the University of North Carolina. After graduating in 1994, he remained for one year as a research associate professor in computer science with a joint appointment in the Depart ment of Neurosurgery, working in medical image analysis. His next stop was the Sas Institute, working for a year on SAS/Insight, a statistical graphics package. Finally, deciding that computer graphics and geometry were his real calling, Dave went to work for NDL (which is now Emergent Game Technologies), then to Magic Software, Inc, which later became Geometric Tools, Inc. Dave's participation in the newsgroup comp. graphics algorithms and his desire to make 3D graphics technology available to ll are what has led to the creation of his companys Web site and his books CONTENTS Preface ●●●●●合@●●●@合。@●●●●自@●●●●●●@息●●●●命b●●●●●●●@●●●●●●●鲁●● 1 Introduction ●●●●●●●●●●●●鲁●●●●●●●●●●●●●●鲁●●b●●●●●●●●●●●●岛●● c 1. I The Evolution of Graphics Hardware and games 1. 2 The Evolution of this book and its software 1.3A Summary of the Chapters 2 The Graphics System.oc ●●●●岛●●●●●●●鲁●●●●●●●自●●●●●●●● 2.1 The foundatio 2. 1. I Coordinate Syst 2.1.2 Handedness and Cross products 2.1. 3 Points and vecto 2.2 Transformations 2.2.1 Linear transformations 2.2.2 Affine transformations 2.2.3 Projective Transformations 2.2. 4 Properties of Perspective Projection 2.2.5 Homogeneous Points and matrices 2.3 Cameras 2.3. I The Perspective Camera Model 2.3.2 Model or Object space 2.3.3 World Space 2.3. 4 View, Camera, or Eye Space 2.3.5 Clip, Projection, or Homogeneous Space 2.3.6W Indow space 2.3.7 Putting Thcm All Togcther 2.4 Culling and Clipping 2. 4. 1 Object Culling 2.4.2 Back Face Culling 2. 4.3 Clipping to the view Frustum 2.5 Rasterizing 2.5.1 Line segments 2.5.2 Circles 2.5.3 Ellipses 2.5.4 Triangles 2. 6 Vertex Attributes 2.6.1 Colors 2.6.2 Lighting and materials 2.6.3 Textures Vlll 2.6. 4 Transparency and Opacity 2.6.5Fog 2.6.6 And Many More 2.6. 7 Rasterizing Attributes c 2.7 Issues of Software, Hardware and APIs 2.7.1 A General discussion 2.7.2 Portability versus Performance 2. 8 API Conventions 2.8. 1 Matrix Representation and storage 2.8.2 Matrix Composition 2.8.3 Vicw Matrices 2.8. 4 Projection Matrices 2.8.5 Window Handedness 2.8.6 Rotations 2.8.7 Fast Computations using the Graphics API 3 Renderers ●自●●●●●自●色●●●●●命●●●●●●0@●●●●@●●●●●●●●●命●@@●b 147 c 3. 1 Software Rendering c 3.2 Hardware Rendering 3.3 The Fixed-Function Pipeline 3.4 Vertex and Pixel shaders o 3. 5 An Abstract rendering API IX 4 Special Effects Using Shaders.00a0 oo000 217 4.1 Vertex colors 4.2 Lighting and materials 4.3 Textures 4.4 Multitextures 4.5 Bump Maps 4.6 Gloss maps 4.7 Sphere Maps 4.8 Cube map 4.9 Refractio 4.10 Planar reflection 。4.11 Planar shadows 4.12 Projected Textures 4.13 Shadow Maps 4. 14 Volumctric Fog c 4.15 Skinning 4.16 Miscellaneous 4. 16.1 Iridescence 4.16.2 Water Effects 4.16.3 Volumetric textures 5 Scene Graphs.… ●●●●●●●●●●●●●●●●b●色●●0b●●●●●●● 315 o 5.1 The Need for High-Level Data management 5.2 The Need for Low-Level Data Structures 5. 3 Geometric State 5.3. 1 ertices and vertex attributes 5.3.2 Transformations 5.3.3 Bounding Volumes 5. 4 Render state 5.41 Global state 5.4.2 Lights 5,4,3 Effects 5.5 The Update Pass 5.5. I Geometric State Updates 5.5.2 Render State Updates 5.6 The Culling pass 5.6. 1 Hierarchical Culling 5.6.2 Sorted Culling 5.7 The Drawing Pass 5.7.1 Singlc-Pass Drawing 5.7.2 Single Effect, Multipass drawing 5.7.3 Multiple Effect, Multipass Drawing 5.7.4 Caching Data on the Graphics Hardware 5.7.5 Sorting to Reduce State Changes

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