计算机图形学(Computer Graphics,简称CG)是一种使用数学算法将二维或三维图形转化为计算机显示器的栅格形式的科学。简单地说,计算机图形学的主要研究内容就是研究如何在计算机中表示图形、以及利用计算机进行图形的计算、处理和显示的相关原理与算法。

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Fundamentals of Graphics Using

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本书介绍了2D和3D图形的基本概念和原理,是为学习图形和/或多媒体相关主题的本科生和研究生编写的。 关于图形的大多数书籍都使用C编程环境来说明实际的实现。 本书偏离了这种常规做法,并说明了为此目的使用MATLAB®的情况。 MathWorks,Inc.的MATLAB是一种数据分析和可视化工具,适用于算法开发和仿真应用。 MATLAB的优点之一是它包含内置函数的大型库,与其他当代编程环境相比,该库可用于减少程序开发时间。 假定该学生具有MATLAB的基本知识,尤其是各种矩阵运算和绘图功能。 提供了MATLAB代码,作为对特定示例的解答,读者可以简单地复制并粘贴代码来执行它们。 通常,代码显示预期结果的答案,例如曲线方程,混合函数和变换矩阵,并绘制最终结果以提供解决方案的直观表示。 本书的目的是,首先,演示如何使用MATLAB解决图形问题,其次,通过可视化表示和实际示例,帮助学生获得有关主题的深入知识。

本书大致分为两个部分:2D图形和3D图形,尽管在某些地方这两个概念重叠在一起主要是为了突出它们之间的差异,或者是为了使用较简单的概念使读者为更复杂的概念做准备。

本书的第一部分主要讨论与2D图形有关的概念和问题,涵盖了五章:(1)内插样条线,(2)混合函数和混合样条线,(3)近似样条线,(4)2D变换, (5)样条曲线属性。

第1章介绍了各种类型的插值样条及其使用多项式的表示。 详细讨论了样条方程的推导原理以及所涉及的矩阵代数的理论概念,然后通过数值示例和MATLAB代码来说明过程。 在大多数示例后均附有图形化图表,以使读者能够直观地看到方程式如何根据给定的起点,终点和其他相关参数转换为相应的曲线。 本章还重点介绍了使用线性,二次方和三次方变体的样条方程的标准或空间形式以及参数形式的这些过程的差异。

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Game feel design is the intentional design of the affective impact of moment-to-moment interaction with games. In this paper we survey academic research and publications by practitioners to give a complete overview of the state of research concerning this aspect of game design, including context from related areas. We analysed over 200 sources and categorised their content according to the design purpose presented. This resulted in three different domains of intended player experiences: physicality, amplification, and support. In these domains, the act of polishing that determines game feel, takes the shape of tuning, juicing, and streamlining respectively. Tuning the physicality of game objects creates cohesion, predictability, and the resulting movement informs many other design aspects. Juicing is the act of polishing amplification and it results in empowerment and provides clarity of feedback by communicating the importance of game events. Streamlining allows a game to act on the intention of the player, supporting the execution of actions in the game. These three design intents are the main means through which designers control minute details of interactivity and inform the player's reaction. This framework and its nuanced vocabulary can lead to an understanding of game feel that is shared between practitioners and researchers as highlighted in the concluding future research section.

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Game feel design is the intentional design of the affective impact of moment-to-moment interaction with games. In this paper we survey academic research and publications by practitioners to give a complete overview of the state of research concerning this aspect of game design, including context from related areas. We analysed over 200 sources and categorised their content according to the design purpose presented. This resulted in three different domains of intended player experiences: physicality, amplification, and support. In these domains, the act of polishing that determines game feel, takes the shape of tuning, juicing, and streamlining respectively. Tuning the physicality of game objects creates cohesion, predictability, and the resulting movement informs many other design aspects. Juicing is the act of polishing amplification and it results in empowerment and provides clarity of feedback by communicating the importance of game events. Streamlining allows a game to act on the intention of the player, supporting the execution of actions in the game. These three design intents are the main means through which designers control minute details of interactivity and inform the player's reaction. This framework and its nuanced vocabulary can lead to an understanding of game feel that is shared between practitioners and researchers as highlighted in the concluding future research section.

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