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交互式计算机图形学 豆瓣
Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL
作者: Edward Angel / Dave Shreiner 电子工业出版社 2012 - 5
《交互式计算机图形学:基于OpenGL着色器的自顶向下方法(第6版)》采用自顶向下的方法并辅以面向编程的方式,基于现代可编程GPU的着色器编程,使用C++语言、OpenGL着色语言(GLSL)并结合OpenGL系统地介绍了现代计算机图形学的核心概念、原理和方法。《交互式计算机图形学:基于OpenGL着色器的自顶向下方法(第6版)》是作者多年来教学与科研工作的总结,涵盖了基于OpenGL着色器的交互式图形编程、三维可编程绘制流水线、变换与观察、光照与明暗绘制、曲线曲面建模等基本的计算机图形学内容以及离散技术、层级建模、过程建模、光线跟踪、并行绘制和体绘制等高级内容,并为读者进一步深入学习和研究,在每章后面提供了相关的建议阅读资料。《交互式计算机图形学:基于OpenGL着色器的自顶向下方法(第6版)》第六版进一步反映了计算机图形学的最新发展现状,面向图形应用开发并辅以大量的示例和完整的源代码,是一本“基础性与先进性、理论性与应用性、科学性与通俗性”相结合的内容全面而又系统的国外经典计算机图形学教材。
2017年8月1日 想读
Interactive Computer Graphics 豆瓣
作者: Edward Angel / Dave Shreiner Addison Wesley 2011 - 4
This book is suitable for undergraduate students in computer science and engineering, for students in other disciplines who have good programming skills, and for professionals. Computer animation and graphics–once rare, complicated, and comparatively expensive–are now prevalent in everyday life from the computer screen to the movie screen. Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL®, 6e, is the only introduction to computer graphics text for undergraduates that fully integrates OpenGL 3.1 and emphasizes application-based programming. Using C and C++, the top-down, programming-oriented approach allows for coverage of engaging 3D material early in the text so readers immediately begin to create their own 3D graphics. Low-level algorithms (for topics such as line drawing and filling polygons) are presented after readers learn to create graphics.
2017年8月1日 想读
Giallo Films 豆瓣
作者: Books, LLC 编 / Group, Books 编 Books LLC, Wiki Series 2011 - 8
2017年6月20日 想读
Giallo 豆瓣
作者: Bucher Gruppe 编 Books LLC, Wiki Series 2011 - 10
2017年6月20日 想读
邪门 豆瓣
作者: 小军 中国文联出版社 2004 - 3
众人瞩目的北京三里屯酒吧一条街,永远呈现着热闹景象和火暴的场面。
在这背后,却发生着令人难以置信的黑客宰人勾当。
这些上不了台面的人,进行一条龙作业,有组织有谋划,有安排有实施,甚至形成一定的规模,谋取暴利,危害极大。 三龙一凤的四胞胎兄妹,在人生道路上扮演着不同的角色:忠于职守的优秀人民警察过勇、替人扛罪身陷牢狱之灾的过智、从老实巴交演变到奸诈凶残的过奇。 亲兄弟打折骨头连着筋,亲情永在,法律无情,过勇是否大义灭亲?过智是否从背叛到回归?过奇是否丧心病狂继续作恶?
作者深入一线采访,从一个独特的视角,展现一批在社会边缘生活和行走的人。他们有的劣根性更加膨胀,走向不归之路;有的良心发现,回归社会。情理之中的各类事变,就真实地发生在我们的周围,我们的生活中。
2017年5月25日 想读
邪劲 豆瓣
作者: 小军 中国华侨出版社 2006 - 7
京城老炮儿老特务,十几年大刑从新疆回来。昔日的小兄弟吧秃,早已身价不菲,聚集京城各路玩儿主给其接风洗尘。事过境迁,折腾之人各自用另类手段进行原始积累,已成气候。花天酒地的生活方式,令老特务咋舌。
老特务屈尊于吧秃的俱乐部压场子,红粉知已围绕左右,锋走极端的他,不甘于现状,连续制造惊天大案。
以景连为代表的人民警察忠于职守,义无反顾勇于灭罪。
2017年5月25日 想读
邪性 豆瓣
作者: 小军 2003 - 1
本书描写了1979年至2001年间发生在两个邪性青年易军和兆龙身上的故事。他们在80年代,制造了多起令人发指、震惊京城的恶性案件。“严打”将他们送进了监狱。邪性使然,在狱中他们很快又很成了牢头狱霸,并策划和参与犯人之间的争风殴斗。劳改释放回到社会之后的易军怀着对社会的仇恨,采用高超的作案手段,倚仗某种特殊的势力,利用一些贪官污吏手中的权力又犯下了走私军火、走私汽车、贩卖毒品、诈骗外汇等罪行。这位融血霸、票霸、嫖、赌为一身的无所不干、无恶不作的恶棍非法聚敛了上亿元财产,最终正义将他送上了刑场。面对爱情、亲情、友情和善意和呼唤,兆龙是浴火重生,还是……
2017年5月25日 想读
代码本色:用编程模拟自然系统 豆瓣
The Nature of Code: Simulating Natural Systems with Processing
9.6 (5 个评分) 作者: Daniel Shiffman 译者: 周晗彬 人民邮电出版社 2014 - 10
本书介绍了用计算机模拟自然系统涉及的编程策略与技术,涵盖了基本的数学和物理概念,以及可视化地展示模拟结果所需的高级算法。读者将从构建基本的物理引擎开始,一步一步地学习如何创建智能移动的物体和复杂的系统,为进一步探索生成设计奠定基础。相关的知识点包括力、三角、分形、细胞自动机、自组织和遗传算法。本书的示例使用基于Java的开源语言及开发环境Processing编写。本书网站http://www.natureofcode.com)上的示例是在浏览器中通过Processing的JavaScript模式运行的。
作为纽约大学Tisch艺术学院Nature of Code课程主讲老师,Daniel集合了多年开发和教学经验,希望借由此书让大家真正了解如何用代码模拟自然现象。
2017年2月26日 想读
The Nature of Code 豆瓣 Goodreads
作者: Daniel Shiffman The Nature of Code 2012 - 12
How can we capture the unpredictable evolutionary and emergent properties of nature in software? How can understanding the mathematical principles behind our physical world help us to create digital worlds? This book focuses on a range of programming strategies and techniques behind computer simulations of natural systems, from elementary concepts in mathematics and physics to more advanced algorithms that enable sophisticated visual results. Readers will progress from building a basic physics engine to creating intelligent moving objects and complex systems, setting the foundation for further experiments in generative design. Subjects covered include forces, trigonometry, fractals, cellular automata, self-organization, and genetic algorithms. The book's examples are written in Processing, an open-source language and development environment built on top of the Java programming language. On the book's website (http://www.natureofcode.com), the examples run in the browser via Processing's JavaScript mode.
Physics Based Animation (Graphics Series) 豆瓣
作者: Kenny Erleben / Jon Sporring Charles River Media 2005 - 8
The booming computer games and animated movie industries continue to drive the graphics community's seemingly insatiable search for increased realism, believability, ad speed. To achieve the quality expected by audiences of today's games and movies, programmers need to understand and implement physics-based animation. To provide this understanding, this book is written to teach students and practitioners and theory behind the mathematical models and techniques required for physics-based animation. It does not teach the basic principles of animation, but rather how to transform theoretical techniques into practical skills. It details how the mathematical models are derived from physical and mathematical principles, and explains how these mathematical models are solved in an efficient, robust, and stable manner with a computer. This impressive and comprehensive volume covers all the issues involved in physics-based animation, including collision detection, geometry, mechanics, differential equations, matrices, quaternions, and more. There is excellent coverage of collision detection algorithms and a detailed overview of a physics system. In addition, numerous examples are provided along with detailed pseudo code for most of the algorithms. This book is ideal for students of animation, researchers in the field, and professionals working in the games and movie industries. Topics Covered: * The Kinematics: Articulated Figures, Forward and Inverse Kinematics, Motion Interpolation * Multibody Animation: Particle Systems, Continuum Models with Finite Differences, the Finite Element Method, Computational Fluid Dynamics * Collision Detection: Broad and Narrow Phase Collision Detection, Contact Determination, Bounding Volume Hierarchies, Feature-and Volume-Based Algorithms
2017年2月26日 想读
Essential Mathematics for Games and Interactive Applications, Third Edition 豆瓣
作者: James M. Van Verth / Lars M. Bishop A K Peters/CRC Press 2015 - 8
Expert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors’ popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.
New to the Third EditionCompletely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.
The Foundation for Successful 3D ProgrammingThe book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation.
An Introduction to Creating Real and Active Virtual WorldsThis updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays.
Web ResourceA supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors’ GDC tutorials.
2017年2月26日 想读
Mathematics for 3D Game Programming and Computer Graphics, 3rd Edition 豆瓣
作者: Eric Lengyel Course Technology PTR 2011 - 6
This updated third edition addresses the mathematical skills that a programmer needs to develop a 3D game engine and computer graphics for professional-level games. "Mathematics For 3D Game Programming And Computer Graphics, Third Edition" is suitable for advanced programmers who are experienced with C++, DirectX, or OpenGL. The book begins at a fairly basic level, covering areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination and visibility determination. It discusses the math first; then it presents how to translate the math into programs. By providing the math behind the effect, screenshots of the results, and samples of code that translate the math so that the effect is achieved, readers get the full story rather than only a mathematical explanation or a set of code samples that are not clearly drawn from mathematical expressions. With this revised edition, almost every chapter will provide a programming example taken directly from a real-world game programming context, and based on programs that have been written and used in game engine development.
Geometric Tools for Computer Graphics 豆瓣
作者: Philip Schneider / David H. Eberly Morgan Kaufmann 2002 - 10
在线阅读本书
Do you spend too much time creating the building blocks of your graphics applications or finding and correcting errors? Geometric Tools for Computer Graphics is an extensive, conveniently organized collection of proven solutions to fundamental problems that you'd rather not solve over and over again, including building primitives, distance calculation, approximation, containment, decomposition, intersection determination, separation, and more. If you have a mathematics degree, this book will save you time and trouble. If you don't, it will help you achieve things you may feel are out of your reach. Inside, each problem is clearly stated and diagrammed, and the fully detailed solutions are presented in easy-to-understand pseudocode. You also get the mathematics and geometry background needed to make optimal use of the solutions, as well as an abundance of reference material contained in a series of appendices.
* Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors. * Covers problems relevant for both 2D and 3D graphics programming. * Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you. * Provides the math and geometry background you need to understand the solutions and put them to work. * Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode. * Resources associated with the book are available at the companion Web site www.mkp.com/gtcg.
2017年2月21日 想读
线性代数及其应用 豆瓣
Linear Algebra and Its Applications
作者: [美] David C. Lay 译者: 沈复兴 / 傅莺莺 人民邮电出版社 2007 - 7
《线性代数及其应用(第3版修订版)》用现代方法给出了线性代数的基本介绍,同时选录了线性代数在不同领域中的有趣的应用,是一本优秀的现代教材。主要内容包括线性方程组、矩阵代数、行列式、向量空间、特征值与特征向量、正交性和最小二乘法、对称矩阵和二次型等。此外,《线性代数及其应用(第3版修订版)》包含大量的练习题、习题、例题等,便于读者学习、参考。线性代数是处理矩阵和向量空间的数学分支,在现代科学的各个领域都有应用。
《线性代数及其应用(第3版修订版)》适合作为高等院校理工科相关专业线性代数课程的教材,也可作为相关研究人员的参考书。
2017年2月21日 想读
Graphics Shaders 豆瓣
作者: Mike Bailey / Steve Cunningham 无A K Peters/CRC Press 2011 - 11
Graphics Shaders: Theory and Practice is intended for a second course in computer graphics at the undergraduate or graduate level, introducing shader programming in general, but focusing on the GLSL shading language. While teaching how to write programmable shaders, the authors also teach and reinforce the fundamentals of computer graphics. The second edition has been updated to incorporate changes in the OpenGL API (OpenGL 4.x and GLSL 4.x0) and also has a chapter on the new tessellation shaders, including many practical examples.
The book starts with a quick review of the graphics pipeline, emphasizing features that are rarely taught in introductory courses, but are immediately exposed in shader work. It then covers shader-specific theory for vertex, tessellation, geometry, and fragment shaders using the GLSL 4.x0 shading language. The text also introduces the freely available glman tool that enables you to develop, test, and tune shaders separately from the applications that will use them. The authors explore how shaders can be used to support a wide variety of applications and present examples of shaders in 3D geometry, scientific visualization, geometry morphing, algorithmic art, and more.
2017年2月21日 想读
Real-Time Shadows 豆瓣
作者: Elmar Eisemann / Michael Schwarz A K Peters/CRC Press 2011 - 7
Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues. In recent years, there have been notable improvements in visual quality and speed, making high-quality realistic real-time shadows a reachable goal. Real-Time Shadows is a comprehensive guide to the theory and practice of real-time shadow techniques. It covers a large variety of different effects, including hard, soft, volumetric, and semi-transparent shadows. The book explains the basics as well as many advanced aspects related to the domain of shadow computation. It presents interactive solutions and practical details on shadow computation. The authors compare various algorithms for creating real-time shadows and illustrate how they are used in different situations. They explore the limitations and failure cases, advantages and disadvantages, and suitability of the algorithms in several applications. Source code, videos, tutorials, and more are available on the book's website www.realtimeshadows.com.
2017年2月21日 想读
Physically Based Rendering 豆瓣
作者: Matt Pharr / Greg Humphreys Morgan Kaufmann 2004 - 8
From movies to video games, computer-rendered images are pervasive today. Physically Based Rendering introduces the concepts and theory of photorealistic rendering hand in hand with the source code for a sophisticated renderer. By coupling the discussion of rendering algorithms with their implementations, Matt Pharr and Greg Humphreys are able to reveal many of the details and subtleties of these algorithms. But this book goes further; it also describes the design strategies involved with building real systems—there is much more to writing a good renderer than stringing together a set of fast algorithms. For example, techniques for high-quality antialiasing must be considered from the start, as they have implications throughout the system. The rendering system described in this book is itself highly readable, written in a style called literate programming that mixes text describing the system with the code that implements it. Literate programming gives a gentle introduction to working with programs of this size. This lucid pairing of text and code offers the most complete and in-depth book available for understanding, designing, and building physically realistic rendering systems.
2017年2月21日 想读