309-Computer Graphics- James Foley-Tool-1995
Barack
2021/01/31
" Computer Graphics ", first published in the United States in 1995. It is mainly about the basic knowledge of interactive computer graphics. It is widely regarded as a classic reference book on computer graphics.
James Foley was born in the United States in 1942. Studied at the University of Michigan, Lehigh University. It is one of the most famous co-authors of basic textbooks in the field of computer graphics. Representative works: " Computer Graphics: Principles and Practice ", " Introduction to Computer Graphics ", etc.
Table of Contents
1 Introduction
2 Introduction to 2D Graphics Using WPF
3 An Ancient Renderer Made Modern
4 A 2D Graphics Test Bed
5 An Introduction to Human Visual Perception
6 Introduction to Fixed-Function 3D Graphics and Hierarchical Modeling
7 Essential Mathematics and the Geometry of 2-Space and 3-Space
8 A Simple Way to Describe Shape in 2D and 3D
9 Functions on Meshes
10 Transformations in Two Dimensions
" Graphics is a broad field; to understand it, you need information from perception, physics, mathematics,
and engineering. Building a graphics application entails user-interface work, some amount of
modeling (ie, making a representation of a shape), and rendering (the making of pictures of shapes).
Rendering is often done via a “pipeline” of operations; one can use this pipeline without understanding
every detail to make many useful programs. But if we want to render things accurately, we need
to start from a physical understanding of light. Knowing just a few properties of light prepares us to
make a first approximate renderer. "
In the animation time, we need to understand the effect of light on the animation, in time to simulate the two-dimensional world of the computer, we also need to take into account this effect. The difference in light has a significantly different perception of the visual effect of an object. When we use computers to simulate objects, only when this point is fully considered, the objects we render will have a more realistic sense.
" A graphics platform acts as the intermediary between the application and the underlying graphics
hardware, providing a layer of abstraction to shield the programmer from the details of driving the
graphics processor. As CPUs and graphics peripherals have increased in speed and memory capabilities,
the feature sets of graphics platforms have evolved to harness new hardware features and
to shoulder more of the application development burden. After a brief overview of the evolution of
2D platforms, we explore a modern package (Windows Presentation Foundation), showing how to
construct an animated 2D scene by creating and manipulating a simple hierarchical model. WPF's
declarative XML-based syntax, and the basic techniques of scene specification, will carry over to the
presentation of WPF's 3D support in Chapter 6. ”
Although many movies are now in 3D, 2D is the basis. Our understanding of 2D is not deep enough, so it will inevitably be difficult to succeed in 3D performance.
" Computer graphics is the science and art of communicating visually via a computer’s
display and its interaction devices. The visual aspect of the communication
is usually in the computer-to-human direction, with the human-to-computer
the direction being mediated by devices like the mouse, keyboard, joystick, game
controller, or touch-sensitive overlay. ”
Computer graphics, in my opinion, is actually an intersection of technology and art. It can be used not only in animation production but also in in-game production. For example, now popular with a variety of family entertainment centers, such as Switch and so on. Inside there is an impressive variety of video effects, I believe, these things are great and the associated computer graphics.
“ A narrow definition of computer graphics would state that it refers to taking a
model of the objects in a scene (a geometric description of the things in the scene
and a description of how they reflect light) and a model of the light emitted into the
scene (a mathematical description of the sources of light energy, the directions of
radiation, the distribution of light wavelengths, etc.), and then producing a representation
of a particular view of the scene (the light arriving at some imaginary eye
or camera in the scene). ”
In short, computer graphics first models an object in the physical world. Then we modeled the light in a specific scene and finally simulated the object on the computer.
" Computer graphics is a cross-disciplinary field in which
physics, mathematics, human perception, human-computer interaction, engineering,
graphic design, and art all play important roles. We use physics to model
light and to perform simulations for animation. We use mathematics to describe
the shape. "
Computer graphics, after all, is computer technology first, and then art. Computer technology as a typical engineering discipline, mathematical knowledge accumulated to a profound extent determine we can go far.
" A geometric model is a model of something
we plan to have appeared in a picture: We make a model of a car, or a house, or
an armadillo. The geometric model is enhanced with various other attributes
that describe the color or texture or reflectance of the materials involved in the
model. Starting from nothing and creating such a model is called modeling,
and the geometric-plus-other-information description that is the result is called
a model. "
We use physical models in real life is conducted object model to simulate its material, texture, physical model of the more accurate the results would be more realistic.
" A mathematical model is a model of a physical or computational process.
For instance, in Chapter 27 we describe various models of how light reflects
from glossy surfaces. We also have models of how objects move and models of
things like the image-acquisition process that happens in a digital camera. Such
models may be faithful (ie, may provide a predictive and correct mathematical
model of the phenomenon) or not; they may be physically based, derived
from first principles, or perhaps empirical or phenomenological, derived from
observations or even intuition. ”
Mathematical modeling is based on the basis of mathematics to simulate. The availability of these two simulation methods is probably a bit similar to the difference between an analog signal and a digital signal in our acoustics.
" The mathematician Abel claimed
that he managed to succeed in mathematics because he made a practice of reading
the works of the masters rather than their students, and we advise that you follow
his lead. The aforementioned real-time rendering book is written by masters of
the subject, while a random web page may be written by anyone. ”
Gu Yanwu wrote in " Book to People ", "It is said that the book compiled by today’s people is now the people’s making money. That's it. "
If we want to be a relatively more in-depth understanding of a particular area, we find information, it is best to find the field's most authoritative books of view, rather than just look at future generations according to their own understanding of some of the sporadically written analysis, that understanding may be straightforward, but also because it is only partial, short, they tend to make us of this topic to understand the depth is limited.