Computer Graphics from Scratch: A Programmer's Introduction to 3D Rendering (Paperback)
暫譯: 從零開始的電腦圖形學:程式設計師的3D渲染入門 (平裝本)
Gambetta, Gabriel
- 出版商: No Starch Press
- 出版日期: 2021-05-13
- 售價: $1,850
- 貴賓價: 9.5 折 $1,758
- 語言: 英文
- 頁數: 248
- 裝訂: Quality Paper - also called trade paper
- ISBN: 1718500769
- ISBN-13: 9781718500761
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相關分類:
Scratch、Computer Graphics
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相關翻譯:
電腦圖形學入門 3D渲染指南 (簡中版)
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商品描述
Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders.
Computer graphics are at work everywhere today, adding eye-popping details to video games, hyper-realistic CGI to major blockbusters, and life-like imagery to computer-animated films. This beginners book will introduce you to a core slice of this ever-expanding field, 3D rendering, with a focus on two popular algorithmic methods: raytracing and rasterization.
Written to be easily understood by high-school students but rigorous enough for professional engineers, you'll build each of these surprisingly simple algorithms into complete, fully functional renderers as you build your knowledge base. The first half covers raytracing, which simulates rays of light as they bounce off of objects in a scene; the second half breaks down rasterization, the real-time process for converting 3D graphics into a screen-compatible array of 2D pixels. Every chapter gives you something visually new and exciting to add to your works-in-progress, from creating reflections and shadows that make objects look more realistic, to rendering a scene from any directional point of view.
You'll learn how to:
- Represent objects in a scene, and use perspective projection to draw them in
- Compute the illumination for light sources (point, directional, and ambient)
- Render mirror-like reflections on surfaces, and cast shadows for depth
- Use clipping algorithms to render a scene from any camera position
- Implement flat shading, Gouraud shading, and Phong shading algorithms
- Paint" textures that fake surface details and turn shapes into everyday objects
The book uses informal pseudocode throughout the text, so you can write your renderers in any language. In addition, the author provides links to live working versions of his algorithms.
商品描述(中文翻譯)
《從零開始的電腦圖形學》揭開了現代圖形軟體中使用的演算法的神秘面紗,並指導初學者構建逼真的 3D 渲染。
今天,電腦圖形無處不在,為視頻遊戲增添驚人的細節,為主要大片提供超現實的 CGI,並為電腦動畫電影帶來栩栩如生的影像。本書將介紹這個不斷擴展的領域中的一個核心部分——3D 渲染,重點介紹兩種流行的演算法方法:光線追蹤(raytracing)和光柵化(rasterization)。
本書旨在讓高中生易於理解,但對專業工程師來說也足夠嚴謹,您將在建立知識基礎的過程中,將這些驚人簡單的演算法構建成完整且功能完善的渲染器。前半部分涵蓋光線追蹤,模擬光線在場景中物體表面反彈的過程;後半部分則解析光柵化,這是一種將 3D 圖形轉換為螢幕兼容的 2D 像素陣列的即時過程。每一章都會為您的進行中的作品增添一些視覺上新穎且令人興奮的內容,從創建使物體看起來更逼真的反射和陰影,到從任何方向的視角渲染場景。
您將學會如何:
- 在場景中表示物體,並使用透視投影來繪製它們
- 計算光源的照明(點光源、方向光源和環境光)
- 在表面上渲染鏡面反射,並投射陰影以增強深度
- 使用裁剪演算法從任何相機位置渲染場景
- 實現平面著色、Gouraud 著色和 Phong 著色演算法
- "繪製" 假裝表面細節的紋理,將形狀轉變為日常物品
本書在整個文本中使用非正式的偽代碼,因此您可以使用任何語言編寫您的渲染器。此外,作者提供了其演算法的實時工作版本的鏈接。
作者簡介
Gabriel Gambetta started coding games around the age of 5 on a ZX Spectrum. After studying Computer Science and working at a respectable local company in his native Uruguay, he started a game development company and ran it for 10 years while teaching Computer Graphics at his alma mater. More recently, Gambetta has been working at Google Zürich, where he's been since 2011 except for a stint as an early engineer in the London-based multiplayer game tech unicorn Improbable.
作者簡介(中文翻譯)
**Gabriel Gambetta** 在大約五歲時開始在 ZX Spectrum 上編寫遊戲。在烏拉圭本地的知名公司工作並學習計算機科學後,他創立了一家遊戲開發公司並經營了十年,同時在他的母校教授計算機圖形學。最近,Gambetta 在 Google 蘇黎世工作,自 2011 年以來一直在那裡,除了曾擔任位於倫敦的多玩家遊戲技術獨角獸 Improbable 的早期工程師。