Foundations of 3D Computer Graphics
Book information
Description
Computer graphics technology is an amazing success story. Today, all of our PCs are capable of producing high-quality computer-generated images, mostly in the form of video games and virtual-life environments; every summer blockbuster movie includes jaw-dropping computer generated special effects. This book explains the fundamental concepts of 3D computer graphics. It introduces the basic algorithmic technology needed to produce 3D computer graphics Preface I Getting Started 1 Introduction 1.1 OpenGL 2 Linear 2.1 Geometric Data Types 2.2 Vectors, Coordinate Vectors, and Bases 2.3 Linear Transformations and 3 by 3 Matrices 2.4 Extra Structure 2.5 Rotations 2.6 Scales 3 Affine 3.1 Points and Frames 3.2 Affine transformations and Four by Four Matrices 3.3 Applying Linear Transformations to Points 3.4 Translations 3.5 Putting Them Together 3.6 Normals 4 Respect 4.1 The Frame Is Important 4.2 Multiple Transformations 5 Frames In Graphics 5.1 World, Object and Eye Frames 5.2 Moving Things Around 5.3 Scales 5.4 Hierarchy 6 Hello World 3D 6.1 Coordinates and Matrices 6.2 Drawing a Shape 6.3 The Vertex Shader 6.4 What Happens Next 6.5 Placing and Moving With Matrices II Rotations and Interpolation 7 Quaternions (a bit technical) 7.1 Interpolation 7.2 The Representation 7.3 Operations 7.4 Power 7.5 Code 7.6 Putting Back the Translations 8 Balls: Track and Arc 8.1 The Interfaces 8.2 Properties 8.3 Implementation 9 Smooth Interpolation 9.1 Cubic Bezier Functions 9.2 Catmull-Rom Splines 9.3 Quaternion Splining 9.4 Other Splines 9.5 Curves in Space III Cameras and Rasterization 10 Projection 10.1 Pinhole Camera 10.2 Basic Mathematical Model 10.3 Variations 10.4 Context 11 Depth 11.1 Visibility 11.2 Basic Mathematical Model 11.3 Near And Far 11.4 Code 12 From Vertex to Pixel 12.1 Clipping 12.2 Backface Culling 12.3 Viewport 12.4 Rasterization 13 Varying Variables (Tricky) 13.1 Motivating The Problem 13.2 Rational Linear Interpolation IV Pixels and Such 14 Materials 14.1 Basic Assumptions 14.2 Diffuse 14.3 Shiny 14.4 Anisotropy 15 Texture Mapping 15.1 Basic Texturing 15.2 Normal Mapping 15.3 Environment Cube Maps 15.4 Projector Texture Mapping 15.5 Multipass 16 Sampling 16.1 Two Models 16.2 The Problem 16.3 The Solution 16.4 Alpha 17 Reconstruction 17.1 Constant 17.2 Bilinear 17.3 Basis functions 18 Resampling 18.1 Ideal Resampling 18.2 Blow up 18.3 Mip Map V Advanced Topics 19 Color 19.1 Simple Bio-Physical Model 19.2 Mathematical Model 19.3 Color Matching 19.4 Bases 19.5 Reflection Modeling 19.6 Adaptation 19.7 Non Linear Color 20 What is Ray Tracing 20.1 Loop Ordering 20.2 Intersection 20.3 Secondary Rays 21 Light (technical) 21.1 Units 21.2 Reflection 21.3 Light Simulation 21.4 Sensors 21.5 Integration Algorithms 21.6 More General Effects 22 Geometric Modeling: Basic Intro 22.1 Triangle Soup 22.2 Meshes 22.3 Implicit Surfaces 22.4 Volume 22.5 Parametric Patches 22.6 Subdivision Surfaces 23 Animation: Not Even an Introduction 23.1 Interpolation 23.2 Simulation 23.3 Human Locomotion A Hello World 2D A.1 APIs A.2 Main Program A.3 Adding some Interaction A.4 Adding a Texture A.5 What’s Next B Affine Functions B.1 2D Affine B.2 3D Affine B.3 Going Up B.4 Going Down B.5 Going Sideways
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