Description: 计算机图形学(computer graphics, CG)是研究如何利用计算机算法来生成、处理和显示图形的一门学科,主要的算法原理包括基于光栅扫描显示器的基本图形的扫描转换原理;基于齐次坐标的二维、三维变换矩阵的几何变换原理;基于几何造型的自由曲线、曲面的生成原理;基于分形几何学的分数维造型原理;基于像空间和物空间的三维实体动态消隐原理;基于颜色模型、光照模型和纹理映射技术的真实感图形显示原理。-Computer Graphics (computer graphics, CG) is to study how to use computer algorithms to generate, process and display graphics of a subject, the main algorithms including those based on raster scan display basic graphics scan conversion principles based on the homogeneous coordinates of the Second dimensional, three-dimensional transformation matrix of the principles of geometric transformations based on the geometric modeling of free-form curve, surface generation principle based on fractal geometry, fractal dimension modeling principles based on space and objects like the space of three-dimensional entities, the principle of dynamic blanking based on the color model , light model and texture mapping techniques showed that the principle of realistic images. Platform: |
Size: 21568512 |
Author: |
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Description: 进一步掌握二维、三维变换的数学知识、变换原理、变换种类、变换方法;进一步理解采用齐次坐标进行二维、三维变换的必要性;利用OpenGL实现二维、三维图形变换。-Further grasp the two-dimensional, three-dimensional transformation of the mathematical knowledge, Transformation Principle, changing the types of transformation methods a better understanding of the use of two-dimensional homogeneous coordinates, the need for three-dimensional transformation the use of OpenGL to achieve two-dimensional, three-dimensional graphics transform. Platform: |
Size: 5120 |
Author:zhanyun |
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Description: 极点、 极线是射影几何中一个极其重要的概念。建立在极点、 极线基础之上的立体视觉技
术又是计算机视觉中非常活跃的一个研究领域。利用图像坐标计算极点、 极线 ,当图像坐标很大
时 ,就会引起计算精度的下降 利用齐次坐标来计算极点、 极线 ,相应地增加计算量。本文从实际计
算的角度出发,使用 N矢量来表示视平面上的点和直线,由二次曲线极点、 极线的定义给出了极点、
极线的 N矢量计算公式。 在此基础上,给出了正交准则的 N矢量判定公式。通过举例分析和实验验
证 ,该算法实用、 可靠。-Poles and polar lines are the most i mportant concep ts in p r ojective geometry . The computati on by using
i mage coordinateswill cause deteri orati on of accuracy when they become t oo large, and the computati on by using
homogeneous coordinates will increase computati on . N2 vect or computati onal for mulas of poles and polar lines de2
rived fr om conic definiti on are p roposed fr om the pers pective of computati onal p rocesses if all points and lines on the
i mage p lane are rep resented in terms ofN2 vect ors . The computati onalmethods of orthogonality criteri on are p resen2
ted on the basis of the abvoe for mulas . The results of examp les show that the algorithms in this paper are more p rac2
tical and reliable than traditi onal algorithms . Platform: |
Size: 312320 |
Author:xiaofang |
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Description: 《3D数学基础:图形与游戏开发》专业培训机构指定教学参考书,多家游戏开发企业共同推荐,游戏业界权威,探索游戏开发背后的核心秘密。《3D数学基础:图形与游戏开发》主要介绍了基本的3D数学概念,这对电脑游戏开发人员和编程人员来说尤为重要。作者详尽地讨论了数学理论,并在必要时提供几何说明,帮助读者形成直观的3D感。书中还提供了将理论应用于实践的C++类,并且在每章结尾处提供练习。《3D数学基础:图形与游戏开发》介绍了基础概念,如向量、坐标空间、矩阵、变换、欧拉角、齐次坐标空间、几何图元、相交性检测和三角网格。-This book is about 3D math, the study of the mathematics behind the geometry of a 3D world. 3D
math is related to computational geometry, which deals with solving geometric problems algorithmically.
3D math and computational geometry have applications in a wide variety of fields that
use computers to model or reason about the world in 3D, such as graphics, games, simulation,
robotics, virtual reality, and cinematography.
This book covers theory and practice in C++. The “theory” part is an explanation of the relationship
between math and geometry in 3D. It also serves as a handy reference for techniques and
equations. The “practice” part illustrates how these concepts can be applied in code. The programming
language used is C++, but in principle, the theoretical techniques from this book can be
applied in any programming language.
This book is not just about computer graphics, simulation, or even computational geometry.
However, if you plan to study thos Platform: |
Size: 11780096 |
Author:Dengeven |
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Description: 《3D数学基础:图形与游戏开发》专业培训机构指定教学参考书,多家游戏开发企业共同推荐,游戏业界权威,探索游戏开发背后的核心秘密。《3D数学基础:图形与游戏开发》主要介绍了基本的3D数学概念,这对电脑游戏开发人员和编程人员来说尤为重要。作者详尽地讨论了数学理论,并在必要时提供几何说明,帮助读者形成直观的3D感。书中还提供了将理论应用于实践的C++类,并且在每章结尾处提供练习。《3D数学基础:图形与游戏开发》介绍了基础概念,如向量、坐标空间、矩阵、变换、欧拉角、齐次坐标空间、几何图元、相交性检测和三角网格。-This book is about 3D math, the study of the mathematics behind the geometry of a 3D world. 3D
math is related to computational geometry, which deals with solving geometric problems algorithmically.
3D math and computational geometry have applications in a wide variety of fields that
use computers to model or reason about the world in 3D, such as graphics, games, simulation,
robotics, virtual reality, and cinematography.
This book covers theory and practice in C++. The “theory” part is an explanation of the relationship
between math and geometry in 3D. It also serves as a handy reference for techniques and
equations. The “practice” part illustrates how these concepts can be applied in code. The programming
language used is C++, but in principle, the theoretical techniques from this book can be
applied in any programming language.
This book is not just about computer graphics, simulation, or even computational geometry.
However, if you plan to study thos Platform: |
Size: 13813760 |
Author:Dengeven |
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Description: 工程矩阵方法,是一本对于学习计算机图形学必备的数学基础知识,对于齐次坐标的理解,以及几何命题在齐次坐标框架下的表示,对于将来要学习多视角几何的人来说,首先必须具备相关的数学基础-Engineering matrix approach is a prerequisite for learning computer graphics basic knowledge of mathematics, homogeneous coordinates for the understanding, and the geometric propositions in the framework of homogeneous coordinates the representation of multi-view geometry to study the future of the people, First, you must have the relevant mathematical foundations Platform: |
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Author:longriverlcj |
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