完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.date | 92學年度 | |
dc.date | 第一學期 | |
dc.date.accessioned | 2009-08-23T05:52:42Z | |
dc.date.accessioned | 2020-07-05T07:09:58Z | - |
dc.date.available | 2009-08-23T05:52:42Z | |
dc.date.available | 2020-07-05T07:09:58Z | - |
dc.date.issued | 2007-11-06T02:01:21Z | |
dc.identifier.uri | http://dspace.fcu.edu.tw/handle/2376/2043 | - |
dc.description.abstract | The object of this project is to create and test a simple graphics engine. What this engine does is read a 3D ASCII model description file, and given the provided information render the model onto the screen, and also provide simple transformation options. At the heart of this graphics engine is the Z-Sort algorithm, which takes care of the order in which the polygons and drawing lines appear on the screen. During the making of this engine there are a lot of computer graphics fundamentals and techniques that we can learn from here. So, basically this engine demonstrates the usage of a few of these basic principles. My project is divided into six parts: Chapter 1 Discuss my motivation and goals for this project Chapter 2 Introduce the overall architecture and structure of the graphics engine. Chapter 3 Discuss the .ASC (ASCII 3D model description) file and its underlying composition. Chapter 4 Discuss vertex and matrix operations required for polygon transformation. Chapter 5 Discuss Visible Surface Determination. Chapter 6 Testing the engine and various results. | |
dc.format.extent | 48 | |
dc.format.extent | 1162480 bytes | |
dc.format.extent | 1832 bytes | |
dc.format.mimetype | application/pdf | |
dc.format.mimetype | text/plain | |
dc.language | 中文 | |
dc.language.iso | zh_TW | |
dc.relation.isbasedon | 1. Alan Watt, Fabio Policarpo. 3D Games Real-time Rendering and Software Technology. ACM Press, 2001.</br> 2. James D. Foley, Andries van Dam, Steven K. Feiner, John F. Hughes. Computer Graphics Principles and Practice. Addison-Wesley, 1997.</br> 3. LaMothe, A. Tricks Of The Windows Game Programming Gurus, 2nd Ed. Sams Publishing, 2002.</br> 4. Thomas H. Cormen, Charles E. Leiserson, Ronald L. Rivest, Introduction to Algorithms. McGraw-Hill, 1998.</br> 5. S. D. Conte, Carl de Boor. Elementary Numerical Analysis. McGraw-Hill, 1980.</br> 6. Ming Chieh Lin, Efficient Collision Detection for animation and robotics, PhD Thesis at University of California at Berkeley, 1993.</br> 7. Barsky, B., Computer Graphics and Geometric Modeling Using Beta-splines, Springer-Verlag, New York, 1988.</br> | |
dc.rights | 開放檢索瀏覽下載 | |
dc.title | 基本3D 繪圖引擎使用-Z 排序演算法 | |
dc.title | Basic 3D Graphics Engin-Using the Z-Sort Algorithm | |
dc.type | 大學生專題報告 | |
dc.contributor.department | 資訊工程學系,資訊電機學院 | |
dc.description.programme | 資訊電機學院 | |
dc.description.programme | 資訊工程學系 | |
分類: | 資電092學年度 |
文件中的檔案:
檔案 | 描述 | 大小 | 格式 | |
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IECS_92102.pdf | 1.14 MB | Adobe PDF | 檢視/開啟 |
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