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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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