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Digital Preservation Technology for Cult(簡體書)
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Digital Preservation Technology for Cult(簡體書)

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作者簡介
名人/編輯推薦
目次
書摘/試閱

商品簡介

《文化遺產數字化保護技術(英文版)》系統總結文化遺產數字化保護方面的新技術與新進展,結合作者多年從事文化遺產數字化保護的應用實踐,歸納提煉技術基礎體系和專題應用技術,從不同角度介紹文化遺產數字化保護中所使用的有關技術和方法。內容涉及計算機圖形學、圖像處理和虛擬現實的學科應用,數字化建模、虛擬修復、輔助管理、數字展示等技術框架,關鍵技術和典型系統應用,適合從事計算機應用、博物館學和考古學領域的學生和研究人員學習參考。.

作者簡介

周明全,博士生導師,北京師范大學信息科學與技術學院院長,教育部虛擬現實應用工程研究中心主任,北京市文化遺產數字化保護與虛擬現實重點實驗室主任,教育部計算機科學與技術委員會軟件工程教學指導委員會委員,長期從事計算機可視化技術、軟件工程、中文信息處理等重要領域的基礎理論及其應用工程的創新性研究。
耿國華,博士生導師,高等學校教學名師,享受國務院政府津貼,西北大學信息科學與技術學院副院長,教育部文科計算機基礎教學指導委員會副主任,長期從事智能信息處理、模式識別、信息可視化技術研究。
武仲科,北京師范大學信息科學與技術學院教授,博士生導師,主要從事計算機圖形學與計算機輔助幾何設計、計算機動畫、虛擬現實、醫學圖像處理等研究。

名人/編輯推薦

《文化遺產數字化保護技術(英文版)》由高等教育出版社出版發行,為新一代信息科學與技術叢書之一。內容涉及計算機圖形學、圖像處理和虛擬現實的學科應用等,適合從事計算機應用、博物館學和考古學領域的學生和研究人員學習參考。

目次

1Introduction
1.1ReviewofCulturalHeritageUsingDigitalProtection
1.2MeaningandValueofCulturalHeritagesDigitalProtection
1.3TargetsofDigitalCulturalHeritageProtection
1.4StatusofDigitalCulturalHeritageProtection
1.4.1StatusoflnternationalDigitalCulturalHeritageProtection
1.4.2StatusofDigitalCulturalHeritageProtectioninChina
1.5StrategiesandRequirementsofDigitalPreservationofCulturalHeritage
1.6ResearchContentsofDigitalPreservationinReferencetoCulturalHeritage
1.6.1DigitalAcquisition,RecordandPreservation
1.6.2DigitalReconstructionandAppearance
References

2FundamentalsofDigitalPreservationofCulturalHeritage
2.1RepresentationsofCulturalRelicsandAncientRuins
2.1.1PolygonMeshandTriangleMesh
2.1.2PointCloud
2.1.3SurfaceRepresentation
2.1.4ConstructiveSolidGeometryRepresentation
2.1.5VolumeGraphics
2.1.6ProceduralModeling
2.2Three-dimensionalGeometryProcessing
2.2.1GeometricProcessingonTriangleMesh
2.2.2GeometricProcessingonPointCloud
2.2.3ProcessinginVolumeGraphics
2.2.4ParametricSurface
2.2.5ImplicitSurface
2.3RenderingTechnology
2.3.1MethodsofRendering
2.3.2RenderingAcceleration
2.4ComputerAnimationandSimulationTechnology
2.4.1PhysicsBasedAnimation
2.4.2CharacterAnimation
2.4.3GroupAnimation
2.5Content-Based3DModelRetrievalTechnology
References

3DigitizationofCulturalHeritage
3.1DigitizationTechnology
3.2Three-DimensionBasedonRangeImageReconstruction
3.33DReconstructionTechnologyBasedon2DImages
3.3.1Stereomatching
3.3.2Cameracalibration
3.3.3Three-dimensionreconstructionbasedonimages
3.4DigitalizationofCulturalSiteScenes
3.4.1Generationof3DTerrain
3.4.2AgentModelingofHistoricSites
3.4.3CulturalHeritageandOtherObjects'Modeling
3.4.4SeamlessIntegrationofSceneModeling
References

4DigitalManagementofCulturalHeritageProtection
4.1DigitalAuxiliaryInvestigation
4.1.1ResearchContentsofDigitalAuxiliaryInvestigation
4.1.2FunctionsofDigitalAuxiliaryInvestigationPlatform
4.1.3KeyTechniques
4.2DigitalEnvironmentalArchaeology
4.2.1ConceptofDigitalEnvironmentalArchaeology
……

5VirtualRigidArtifactRestorationTechnology
6VirtualRestorationTechniquesofCalligraphyandPainting
7DigitalMuseum
8ApplicationExamplesofCulturalHeritageDigitizationProtection.

書摘/試閱



(2)After a small amount of calculations of the lighting model,do brightness interpolation in the surface patch(Scan Line algorithm).
Basic ray tracing algorithm builds a coordinate which the projective plane is an xy plane first.We describe the scene in this coordinate.Then,from the projective center we determine the path oflight rays that pass through every screen pixel centre in xy plane.The next step is to aggregate the intensity of the illumination along this beam of light and endow the final value to the pixel.Although ray tracing technology can generate graphs of high realism,it has a strikingly huge calculation.
Common scan line algorithm also has three methods: Flat,Gouraud,and Phong shading method.The Flat method draws every polygon by a single light intensity,which means that we use one color to fill the triangle.This method has a high efficiency but it exhibits the problem of color mutants called Mach Band Effect.
Gouraud method calculates the illumination of a triangle's every vertex firstly.Then it uses the color of vertex to do interpolation in order to calculate the illumination of every point inside the triangle.This method eliminates the Mach Band Effect caused by a color mutant,but it can not truly reflect the highlights phenomenon inside the triangle.
The Phong shading method uses the normal vector in each vertex of the triangle to do interpolation and then calculates the normal vector of each pixel.Lighting effects will be determined by the normal vector of each pixel.The Phong method solves the problem of the highlights phenomenon,but its computation increases greatly.
Point-based rendering
In order to hold the results that are caused by managing the sampling point's geometrical model,better adjust,and control the process,we need to do rapid and effective rendering of the sampling point's geometrical model.

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定價:100 408
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