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Index
Cover Half Title Title Page Copyright Page Table of Contents Preface 1 Introduction
1.1 Graphics Areas 1.2 Major Applications 1.3 Graphics APIs 1.4 Graphics Pipeline 1.5 Numerical Issues 1.6 Efficiency 1.7 Designing and Coding Graphics Programs
2 Miscellaneous Math
2.1 Sets and Mappings 2.2 Solving Quadratic Equations 2.3 Trigonometry 2.4 Vectors 2.5 Curves and Surfaces 2.6 Linear Interpolation 2.7 Triangles
3 Raster Images
3.1 Raster Devices 3.2 Images, Pixels, and Geometry 3.3 RGB Color 3.4 Alpha Compositing
4 Ray Tracing
4.1 The Basic Ray-Tracing Algorithm 4.2 Perspective 4.3 Computing Viewing Rays 4.4 Ray-Object Intersection 4.5 Shading 4.6 A Ray-TracingProgram 4.7 Shadows 4.8 Ideal Specular Reflection 4.9 Historical Notes
5 Linear Algebra
5.1 Determinants 5.2 Matrices 5.3 Computing with Matrices and Determinants 5.4 Eigenvalues and Matrix Diagonalization
6 Transformation Matrices
6.1 2D Linear Transformations 6.2 3D Linear Transformations 6.3 Translation and Affine Transformations 6.4 Inverses of Transformation Matrices 6.5 Coordinate Transformations
7 Viewing
7.1 Viewing Transformations 7.2 Projective Transformations 7.3 Perspective Projection 7.4 Some Properties of the Perspective Transform 7.5 Field-of-View
8 The Graphics Pipeline
8.1 Rasterization 8.2 Operations Before and After Rasterization 8.3 Simple Antialiasing 8.4 Culling Primitives for Efficiency
9 Signal Processing
9.1 Digital Audio: Sampling in 1D 9.2 Convolution 9.3 Convolution Filters 9.4 Signal Processing for Images 9.5 SamplingTheory
10 Surface Shading
10.1 Diffuse Shading 10.2 Phong Shading 10.3 Artistic Shading
11 Texture Mapping
11.1 Looking Up Texture Values 11.2 Texture Coordinate Functions 11.3 Antialiasing Texture Lookups 11.4 Applications of Texture Mapping 11.5 Procedural 3D Textures
12 Data Structures for Graphics
12.1 Triangle Meshes 12.2 Scene Graphs 12.3 Spatial Data Structures 12.4 BSP Trees for Visibility 12.5 Tiling Multidimensional Arrays
13 More Ray Tracing
13.1 Transparency and Refraction 13.2 Instancing 13.3 Constructive Solid Geometry 13.4 Distribution Ray Tracing
14 Sampling
14.1 Integration 14.2 Continuous Probability 14.3 Monte Carlo Integration 14.4 Choosing Random Points
15 Curves
15.1 Curves 15.2 Curve Properties 15.3 Polynomial Pieces 15.4 Putting Pieces Together 15.5 Cubics 15.6 Approximating Curves 15.7 Summary
16 Computer Animation
16.1 Principles of Animation 16.2 Keyframing 16.3 Deformations 16.4 Character Animation 16.5 Physics-Based Animation 16.6 Procedural Techniques 16.7 Groups of Objects
17 Using Graphics Hardware
17.1 Hardware Overview 17.2 What Is Graphics Hardware 17.3 Heterogeneous Multiprocessing 17.4 Graphics Hardware Programming: Buffers, State, and Shaders 17.5 State Machine 17.6 Basic OpenGL Application Layout 17.7 Geometry 17.8 A First Look at Shaders 17.9 Vertex Buffer Objects 17.10 Vertex Array Objects 17.11 Transformation Matrices 17.12 Shading with Per-Vertex Attributes 17.13 Shadingin the Fragment Processor 17.14 Meshes and Instancing 17.15 Texture Objects 17.16 Object-Oriented Design for Graphics Hardware Programming 17.17 ContinuedLearning
18 Light
18.1 Radiometry 18.2 Transport Equation 18.3 Photometry
19 Color
19.1 Colorimetry 19.2 Color Spaces 19.3 Chromatic Adaptation 19.4 Color Appearance
20 Visual Perception
20.1 Vision Science 20.2 Visual Sensitivity 20.3 Spatial Vision 20.4 Objects, Locations, and Events 20.5 Picture Perception
21 Tone Reproduction
21.1 Classification 21.2 Dynamic Range 21.3 Color 21.4 Image Formation 21.5 Frequency-Based Operators 21.6 Gradient-Domain Operators 21.7 Spatial Operators 21.8 Division 21.9 Sigmoids 21.10 Other Approaches 21.11 Night Tonemapping 21.12 Discussion
22 Implicit Modeling
22.1 Implicit Functions, Skeletal Primitives, and Summation Blending 22.2 Rendering 22.3 Space Partitioning 22.4 Moreon Blending 22.5 Constructive Solid Geometry 22.6 Warping 22.7 Precise Contact Modeling 22.8 The Blob Tree 22.9 Interactive Implicit Modeling Systems
23 Global Illumination
23.1 Particle Tracing for Lambertian Scenes 23.2 Path Tracing 23.3 Accurate Direct Lighting
24 Reflection Models
24.1 Real-World Materials 24.2 Implementing Reflection Models 24.3 Specular Reflection Models 24.4 Smooth-Layered Model 24.5 Rough-Layered Model
25 Computer Graphics in Games
25.1 Platforms 25.2 Limited Resources 25.3 Optimization Techniques 25.4 Game Types 25.5 The Game Production Process
26 Visualization
26.1 Background 26.2 Data Types 26.3 Human-CenteredDesignProcess 26.4 Visual Encoding Principles 26.5 Interaction Principles 26.6 Composite and Adjacent Views 26.7 Data Reduction 26.8 Examples
References Index
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