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電子ブック

EB
Robert Whitrow
出版情報: Springer eBooks Computer Science , Springer London, 2008
所蔵情報: loading…
目次情報: 続きを見る
Getting Started / 1:
Introduction / 1.1:
Access to Libraries / 1.2:
Data Types / 1.3:
Terminology / 1.4:
The OpenGL Utility Toolkit-GLUT / 1.5:
Our First Program / 1.6:
Drawing Primitives / 1.6.1:
Gaps, Lines and Blobs / 1.6.2:
Other Line Types / 1.6.3:
Surface Patterns and Polygon Stippling / 1.6.4:
Character Generation / 1.6.5:
Parametric Representation of Curves / 1.7:
The Growth or Logarithmic Spiral / 1.7.1:
Approximation and Processing Efficiency / 1.8:
Line Drawing / 1.8.1:
The Digital Difference Analyser / 1.8.2:
Bresenham's Algorithm / 1.8.3:
Bresenham's Algorithm for a Circle / 1.8.4:
Problem Solving Through Graphics / 1.9:
The Application Programming Interface (API) / 1.10:
The OpenGL Utility Toolkit (GLUT) Library / 1.10.1:
Mouse Interaction / 1.10.2:
Keyboard Interaction / 1.10.3:
Exercises / 1.11:
Conclusion / 1.12:
Image File Formats / 2:
The Bitmap File / 2.1:
Bitmap-file Structure / 2.2.1:
A Typical File Layout / 2.2.2:
Reading and Drawing a Bitmap File / 2.2.3:
Creating a Display Window / 2.2.4:
Creating the Image for Display / 2.2.5:
Monochrome Bitmaps / 2.2.6:
A General Class for Input of Bit Map Files / 2.2.7:
Manipulating Bit Maps - Embossing / 2.2.8:
Audio/Video Interleaved (AVI) File Format / 2.3:
Chunk Hierarchy / 2.3.1:
An Example of Web Cam Display / 2.3.2:
Compression / 2.3.3:
Image Processing / 2.4:
Finding Objects / 3.1:
Edge Detection / 3.2.1:
Numerical Implementation / 3.2.2:
Sobel Operator / 3.2.3:
Convolution / 3.2.4:
Laplacian Operator / 3.2.5:
Smoothing and Edge Finding / 3.2.6:
Histogram Equalisation / 3.3:
Component (object) Labelling / 3.4:
Exploring Connectivity (1) / 3.4.1:
Exploring Connectivity (2) / 3.4.2:
Multiple Regions / 3.4.3:
Drawing on the Screen and Data Capture / 3.5:
Outlining of Areas of Interest on Images / 3.5.1:
An Approach to Automating Edge Detection / 3.5.2:
Transformations / 3.6:
Representing Points and Vectors / 4.1:
Vector Dot Products / 4.2.1:
The Vector Cross Product / 4.2.2:
Using the Cross Product to Provide Colour Variation to a Cylinder / 4.2.3:
Coordinate Systems / 4.3:
Rotation / 4.4:
A Simple Example of Rotation / 4.4.2:
General Rotations About Any Point / 4.4.3:
The Model View Matrix / 4.5:
Adding Some Movement / 4.6:
Movement of Composite Objects / 4.6.1:
The Orrery / 4.6.2:
The Internal Combustion Engine / 4.6.3:
Arms, Robots, Actuators and Movement / 4.6.4:
Data Capture of Limb Movement / 4.6.5:
Animation - A Walking Robot / 4.6.6:
Collision Detection / 4.7:
Viewing and Projection / 4.8:
Vertex Pipeline / 5.1:
The Viewing Process / 5.3:
Engineering Drawings / 5.3.1:
Orthographic or Parallel Projection / 5.4:
From Real World to Screen Window / 5.4.1:
Inside the Matrix / 5.4.2:
Getting to Grips with Where Things Are / 5.4.3:
Perspective Projection / 5.4.4:
Understanding the View / 5.4.5:
Lighting and Colour / 5.5:
The Electromagnetic Spectrum / 6.1:
Colour / 6.2.1:
Mixing Colours / 6.2.2:
The Shading Model / 6.2.3:
Lighting and Illumination / 6.3:
Setting up the Lighting / 6.3.1:
Addition of Specular Light / 6.3.2:
A Synthetic Face / 6.4:
Getting the Vertex Coordinates / 6.4.1:
Moving the Eye and Light Source Together / 6.4.2:
Shadows - A Projection / 6.5:
Derivation of the Shadow Outline Using Equation of a Line / 6.5.1:
A Polygon Moving Shadow / 6.5.2:
Texture Mapping / 6.6:
The Mapping Process / 7.1:
Setting up Textures / 7.3:
Drawing the Texture / 7.3.1:
Mapping onto Curved Surfaces / 7.4:
Mercator Lines of Projection / 7.4.1:
Quadric Surfaces / 7.4.2:
Mapping onto a Spherical Surface / 7.4.3:
Mapping one Image to Sphere / 7.4.4:
Cylinder Texturing Mapping / 7.4.5:
Mapping to a Circle / 7.4.6:
Mapping to a Cone / 7.4.7:
Mapping onto a General Surface / 7.4.8:
Mapping onto a Contour Surface / 7.4.9:
Adding Some Movement - A Rotating Hemisphere / 7.5:
Movement via the Mouse / 7.5.1:
Using Bit Maps to Provide Context / 7.6:
Blending / 7.6.1:
Manipulating Pixels / 7.6.2:
Three-Dimensional Texturing / 7.7:
Simulation of a Spherical Object / 7.7.1:
Building a Solid Model of a Head / 7.7.2:
Objects to Artefacts / 7.8:
Artefact Hierarchy / 8.1:
Construction Double Sided Squares / 8.2.1:
A Box as a Basic Building Block / 8.2.2:
Building a Table / 8.2.3:
Integrating to a System / 8.3:
Changing the Furniture Style / 8.4:
Curves, Surfaces and Patterns / 8.5:
Fitting a Line or a Curve / 9.1:
Straight Line Fitting to Data Points / 9.2.1:
Lagrange Polynomials and Curve Fitting / 9.2.2:
A Practical Approach to Curve Fitting / 9.2.3:
Curve Fitting Using Cubic Splines / 9.2.4:
Surface Construction from Contour Maps / 9.2.5:
A Spline Surface Construction / 9.2.6:
Bezier Curves / 9.2.7:
General Curve Representation / 9.2.8:
The Beginning's of a Bezier Surface / 9.2.9:
Using Rotation to Sweep Out a Ring / 9.2.10:
Patching a Surface / 9.2.11:
Complex Shapes and Fractal Geometry / 9.3:
Introductory Concepts / 9.3.1:
Reduction Copying / 9.3.2:
Implementation of a Sierpinski Gasket / 9.3.3:
Pascal's Triangle / 9.3.4:
The Sierpinski Gasket in 3 Dimensions / 9.3.5:
Order Out of Chaos - A Non-deterministic Gasket? / 9.3.6:
An Alternative Idea for a Tree or Plant / 9.3.7:
Koch Curves / 9.4:
Further Thoughts on the Koch Snowflake / 9.4.1:
Self-Similarity / 9.4.2:
Random Koch Fractals / 9.4.3:
Back to Trees and Bushes / 9.4.4:
Brownian Motion / 9.5:
Fractalised Lines / 9.5.1:
Fractal Surfaces / 9.5.2:
Appendix A / 9.6:
Starting up VC++ 6.0 / A.1:
Appendix B
Bresenham's Line Algorithm - General Conditions / B.1:
Appendix C
Matrix and Vector Algebra / C.1:
Matrix Addition or Subtraction / C.2:
Matrix Multiplication / C.3:
Matrix Vector Multiplication / C.4:
Example of Matrix Multiplication / C.5:
Shearing Matrices / C.6:
Appendix D
Equation of a Plane / D.1:
References
Index of Functions
Index
Getting Started / 1:
Introduction / 1.1:
Access to Libraries / 1.2:
2.

電子ブック

EB
Robert Whitrow
出版情報: SpringerLink Books - AutoHoldings , Springer London, 2008
所蔵情報: loading…
目次情報: 続きを見る
Getting Started / 1:
Introduction / 1.1:
Access to Libraries / 1.2:
Data Types / 1.3:
Terminology / 1.4:
The OpenGL Utility Toolkit-GLUT / 1.5:
Our First Program / 1.6:
Drawing Primitives / 1.6.1:
Gaps, Lines and Blobs / 1.6.2:
Other Line Types / 1.6.3:
Surface Patterns and Polygon Stippling / 1.6.4:
Character Generation / 1.6.5:
Parametric Representation of Curves / 1.7:
The Growth or Logarithmic Spiral / 1.7.1:
Approximation and Processing Efficiency / 1.8:
Line Drawing / 1.8.1:
The Digital Difference Analyser / 1.8.2:
Bresenham's Algorithm / 1.8.3:
Bresenham's Algorithm for a Circle / 1.8.4:
Problem Solving Through Graphics / 1.9:
The Application Programming Interface (API) / 1.10:
The OpenGL Utility Toolkit (GLUT) Library / 1.10.1:
Mouse Interaction / 1.10.2:
Keyboard Interaction / 1.10.3:
Exercises / 1.11:
Conclusion / 1.12:
Image File Formats / 2:
The Bitmap File / 2.1:
Bitmap-file Structure / 2.2.1:
A Typical File Layout / 2.2.2:
Reading and Drawing a Bitmap File / 2.2.3:
Creating a Display Window / 2.2.4:
Creating the Image for Display / 2.2.5:
Monochrome Bitmaps / 2.2.6:
A General Class for Input of Bit Map Files / 2.2.7:
Manipulating Bit Maps - Embossing / 2.2.8:
Audio/Video Interleaved (AVI) File Format / 2.3:
Chunk Hierarchy / 2.3.1:
An Example of Web Cam Display / 2.3.2:
Compression / 2.3.3:
Image Processing / 2.4:
Finding Objects / 3.1:
Edge Detection / 3.2.1:
Numerical Implementation / 3.2.2:
Sobel Operator / 3.2.3:
Convolution / 3.2.4:
Laplacian Operator / 3.2.5:
Smoothing and Edge Finding / 3.2.6:
Histogram Equalisation / 3.3:
Component (object) Labelling / 3.4:
Exploring Connectivity (1) / 3.4.1:
Exploring Connectivity (2) / 3.4.2:
Multiple Regions / 3.4.3:
Drawing on the Screen and Data Capture / 3.5:
Outlining of Areas of Interest on Images / 3.5.1:
An Approach to Automating Edge Detection / 3.5.2:
Transformations / 3.6:
Representing Points and Vectors / 4.1:
Vector Dot Products / 4.2.1:
The Vector Cross Product / 4.2.2:
Using the Cross Product to Provide Colour Variation to a Cylinder / 4.2.3:
Coordinate Systems / 4.3:
Rotation / 4.4:
A Simple Example of Rotation / 4.4.2:
General Rotations About Any Point / 4.4.3:
The Model View Matrix / 4.5:
Adding Some Movement / 4.6:
Movement of Composite Objects / 4.6.1:
The Orrery / 4.6.2:
The Internal Combustion Engine / 4.6.3:
Arms, Robots, Actuators and Movement / 4.6.4:
Data Capture of Limb Movement / 4.6.5:
Animation - A Walking Robot / 4.6.6:
Collision Detection / 4.7:
Viewing and Projection / 4.8:
Vertex Pipeline / 5.1:
The Viewing Process / 5.3:
Engineering Drawings / 5.3.1:
Orthographic or Parallel Projection / 5.4:
From Real World to Screen Window / 5.4.1:
Inside the Matrix / 5.4.2:
Getting to Grips with Where Things Are / 5.4.3:
Perspective Projection / 5.4.4:
Understanding the View / 5.4.5:
Lighting and Colour / 5.5:
The Electromagnetic Spectrum / 6.1:
Colour / 6.2.1:
Mixing Colours / 6.2.2:
The Shading Model / 6.2.3:
Lighting and Illumination / 6.3:
Setting up the Lighting / 6.3.1:
Addition of Specular Light / 6.3.2:
A Synthetic Face / 6.4:
Getting the Vertex Coordinates / 6.4.1:
Moving the Eye and Light Source Together / 6.4.2:
Shadows - A Projection / 6.5:
Derivation of the Shadow Outline Using Equation of a Line / 6.5.1:
A Polygon Moving Shadow / 6.5.2:
Texture Mapping / 6.6:
The Mapping Process / 7.1:
Setting up Textures / 7.3:
Drawing the Texture / 7.3.1:
Mapping onto Curved Surfaces / 7.4:
Mercator Lines of Projection / 7.4.1:
Quadric Surfaces / 7.4.2:
Mapping onto a Spherical Surface / 7.4.3:
Mapping one Image to Sphere / 7.4.4:
Cylinder Texturing Mapping / 7.4.5:
Mapping to a Circle / 7.4.6:
Mapping to a Cone / 7.4.7:
Mapping onto a General Surface / 7.4.8:
Mapping onto a Contour Surface / 7.4.9:
Adding Some Movement - A Rotating Hemisphere / 7.5:
Movement via the Mouse / 7.5.1:
Using Bit Maps to Provide Context / 7.6:
Blending / 7.6.1:
Manipulating Pixels / 7.6.2:
Three-Dimensional Texturing / 7.7:
Simulation of a Spherical Object / 7.7.1:
Building a Solid Model of a Head / 7.7.2:
Objects to Artefacts / 7.8:
Artefact Hierarchy / 8.1:
Construction Double Sided Squares / 8.2.1:
A Box as a Basic Building Block / 8.2.2:
Building a Table / 8.2.3:
Integrating to a System / 8.3:
Changing the Furniture Style / 8.4:
Curves, Surfaces and Patterns / 8.5:
Fitting a Line or a Curve / 9.1:
Straight Line Fitting to Data Points / 9.2.1:
Lagrange Polynomials and Curve Fitting / 9.2.2:
A Practical Approach to Curve Fitting / 9.2.3:
Curve Fitting Using Cubic Splines / 9.2.4:
Surface Construction from Contour Maps / 9.2.5:
A Spline Surface Construction / 9.2.6:
Bezier Curves / 9.2.7:
General Curve Representation / 9.2.8:
The Beginning's of a Bezier Surface / 9.2.9:
Using Rotation to Sweep Out a Ring / 9.2.10:
Patching a Surface / 9.2.11:
Complex Shapes and Fractal Geometry / 9.3:
Introductory Concepts / 9.3.1:
Reduction Copying / 9.3.2:
Implementation of a Sierpinski Gasket / 9.3.3:
Pascal's Triangle / 9.3.4:
The Sierpinski Gasket in 3 Dimensions / 9.3.5:
Order Out of Chaos - A Non-deterministic Gasket? / 9.3.6:
An Alternative Idea for a Tree or Plant / 9.3.7:
Koch Curves / 9.4:
Further Thoughts on the Koch Snowflake / 9.4.1:
Self-Similarity / 9.4.2:
Random Koch Fractals / 9.4.3:
Back to Trees and Bushes / 9.4.4:
Brownian Motion / 9.5:
Fractalised Lines / 9.5.1:
Fractal Surfaces / 9.5.2:
Appendix A / 9.6:
Starting up VC++ 6.0 / A.1:
Appendix B
Bresenham's Line Algorithm - General Conditions / B.1:
Appendix C
Matrix and Vector Algebra / C.1:
Matrix Addition or Subtraction / C.2:
Matrix Multiplication / C.3:
Matrix Vector Multiplication / C.4:
Example of Matrix Multiplication / C.5:
Shearing Matrices / C.6:
Appendix D
Equation of a Plane / D.1:
References
Index of Functions
Index
Getting Started / 1:
Introduction / 1.1:
Access to Libraries / 1.2:
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