This edition of Fundamentals of Computer Graphics includes substantial rewrites of the chapters on textures and graphics hardware, as well as many corrections throughout. The figures are now in color throughout the book.
The organization of the book remains substantially similar to the third edition. In our thinking, Chapters 2 through 8 constitute the “core core,” taking the straight and narrow path through what is absolutely required for understanding how images get onto the screen using the complementary approaches of ray tracing and rasterization. Ray tracing is covered first, since it is the simplest way to generate images of 3D scenes, followed by the mathematical machinery required for the graphics pipeline, then the pipeline itself. After that, the “outer core” covers other topics that would commonly be included in an introductory class, such as sampling theory, texture mapping, spatial data structures, and splines. Starting with Chapter 15 is a number of contributed chapters, authored by contributors we have chosen both for their expertise and for their clear way of expressing ideas.
As we have revised this book over the years, we have endeavored to retain the informal, intuitive style of presentation that characterizes the earlier editions,while at the same time improving consistency, precision, and completeness. We hope the reader will find the result is an appealing platform for a variety of courses in computer graphics.
这个版本的《计算机图形学基础》对纹理和图形硬件章节进行了大量的重写,并对全文进行了许多修订。而且全书的图表均为彩色。
本书的组织结构与第三版基本相似。在我们看来,第 2 章至第 8 章构成了“内核”,直截了当地介绍了如何使用光线追踪和光栅化的互补方法让图像显示在屏幕上所必需的内容。首先介绍光线追踪,因为它是生成 3D 场景图像的最简单方法,然后是图形管线所需的数学机制,再然后是管线本身。之后,“外核”涵盖了其他通常包含在入门课程中的主题,例如采样理论、纹理映射、空间数据结构和样条线。从第 15 章开始是一些贡献的章节,这些章节的作者都是我们根据他们的专业知识和清晰的表达方式选择的。
多年来,我们一直在修订本书,力求保留早期版本所特有的非正式、直观的呈现风格,同时提高一致性、准确性和完整性。我们希望读者会发现,本书是一个适用于各种计算机图形学课程的有吸引力的平台。
本章翻译绝大部分参考了知乎的一篇文章,我对其中一些字句进行了修订,原始参考如下:
战火科技-杨振专栏-图形渲染入门 https://zhuanlan.zhihu.com/p/480142555