Preface |
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v | |
Acknowledgments |
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vii | |
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Computer Graphics Background |
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1 | (48) |
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3 | (1) |
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4 | (3) |
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5 | (1) |
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6 | (1) |
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7 | (1) |
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7 | (4) |
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11 | (4) |
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15 | (13) |
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International Commission on Illumination |
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16 | (4) |
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20 | (1) |
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20 | (1) |
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21 | (3) |
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24 | (3) |
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Video signal color models |
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27 | (1) |
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28 | (4) |
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28 | (2) |
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30 | (1) |
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31 | (1) |
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31 | (1) |
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32 | (1) |
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33 | (14) |
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33 | (1) |
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34 | (1) |
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35 | (1) |
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Event loops and callback functions |
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36 | (3) |
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A simple display function |
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39 | (1) |
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A simple reshape function |
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40 | (1) |
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41 | (3) |
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44 | (3) |
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47 | (2) |
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Vision, Light, and Shading |
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49 | (64) |
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50 | (2) |
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52 | (10) |
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53 | (2) |
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55 | (1) |
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55 | (2) |
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57 | (3) |
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60 | (1) |
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60 | (2) |
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62 | (15) |
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The bidirectional reflectance distribution function |
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63 | (4) |
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A simple illumination model |
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67 | (8) |
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75 | (2) |
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77 | (16) |
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78 | (1) |
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79 | (3) |
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82 | (3) |
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A more realistic shading: microfacets |
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85 | (8) |
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93 | (7) |
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93 | (5) |
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98 | (2) |
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100 | (11) |
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101 | (1) |
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102 | (1) |
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103 | (1) |
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Light sources and shading |
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103 | (3) |
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Specifying object properties |
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106 | (2) |
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Specifying a lighting model |
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108 | (1) |
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Details of OpenGL light calculations |
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109 | (1) |
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110 | (1) |
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111 | (2) |
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113 | (40) |
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114 | (8) |
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115 | (1) |
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116 | (1) |
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117 | (1) |
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118 | (1) |
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118 | (3) |
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Combining transformations |
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121 | (1) |
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122 | (2) |
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124 | (7) |
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131 | (4) |
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135 | (5) |
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Working with polygon meshes |
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136 | (3) |
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139 | (1) |
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Hierarchical Modeling and Scene Graphs |
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140 | (3) |
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143 | (9) |
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144 | (1) |
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Transformations and matrices |
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145 | (1) |
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146 | (1) |
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147 | (5) |
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152 | (1) |
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Curves and Curved Surfaces |
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153 | (36) |
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155 | (9) |
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Subdividing Bezier curves |
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159 | (3) |
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162 | (1) |
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163 | (1) |
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164 | (8) |
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Subdividing B-spline curves |
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169 | (1) |
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Rendering B-spline curves |
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170 | (1) |
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Non-cubic B-spline curves |
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170 | (2) |
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172 | (4) |
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172 | (1) |
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173 | (2) |
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175 | (1) |
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176 | (3) |
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176 | (3) |
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179 | (1) |
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179 | (2) |
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181 | (3) |
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182 | (1) |
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183 | (1) |
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184 | (4) |
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185 | (2) |
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187 | (1) |
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188 | (1) |
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189 | (26) |
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192 | (5) |
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Sutherland-Hodgeman clipping algorithm |
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192 | (5) |
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The Hidden Surface Problem |
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197 | (14) |
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197 | (3) |
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200 | (1) |
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201 | (2) |
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203 | (1) |
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203 | (2) |
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Binary space partitioning (BSP) trees |
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205 | (3) |
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208 | (3) |
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211 | (3) |
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212 | (1) |
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Setting up depth operations |
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213 | (1) |
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Changing viewing parameters |
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213 | (1) |
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214 | (1) |
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215 | (56) |
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216 | (6) |
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222 | (5) |
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227 | (5) |
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Three-Dimensional Textures |
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232 | (1) |
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233 | (22) |
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234 | (3) |
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237 | (3) |
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240 | (7) |
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247 | (8) |
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255 | (5) |
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260 | (9) |
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261 | (1) |
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262 | (1) |
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262 | (1) |
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Specifying texture coordinates |
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262 | (3) |
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Advanced OpenGL texturing |
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265 | (4) |
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269 | (2) |
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271 | (28) |
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274 | (3) |
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277 | (3) |
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Light sources at infinity |
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277 | (2) |
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279 | (1) |
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280 | (3) |
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282 | (1) |
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283 | (4) |
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287 | (4) |
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289 | (2) |
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291 | (7) |
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291 | (1) |
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Planar projection shadows |
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292 | (2) |
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Planar stencil buffer shadows |
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294 | (3) |
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Shadow volume stencil buffer shadows |
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297 | (1) |
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298 | (1) |
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299 | (40) |
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301 | (12) |
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302 | (2) |
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Triangular patch intersections |
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304 | (3) |
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307 | (3) |
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310 | (2) |
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Other object intersections |
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312 | (1) |
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Ray Reflections and Refractions |
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313 | (9) |
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313 | (2) |
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315 | (7) |
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322 | (2) |
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324 | (2) |
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325 | (1) |
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Improving Ray Tracing Results |
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326 | (10) |
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326 | (5) |
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331 | (5) |
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336 | (1) |
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337 | (2) |
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339 | (40) |
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342 | (2) |
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344 | (1) |
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345 | (2) |
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347 | (11) |
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357 | (1) |
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358 | (1) |
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358 | (1) |
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Solving the Radiosity Equation |
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358 | (4) |
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Gauss-Siedel iterative solution |
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360 | (2) |
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362 | (1) |
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363 | (10) |
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364 | (4) |
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368 | (5) |
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373 | (4) |
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373 | (2) |
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375 | (1) |
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375 | (1) |
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376 | (1) |
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377 | (1) |
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Hardware form factor determination |
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377 | (1) |
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378 | (1) |
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378 | (1) |
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379 | (28) |
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A Brief Look at Conventional Animation |
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383 | (2) |
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383 | (1) |
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384 | (1) |
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385 | (7) |
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386 | (3) |
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389 | (1) |
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390 | (1) |
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390 | (2) |
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392 | (10) |
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396 | (1) |
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397 | (3) |
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400 | (1) |
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401 | (1) |
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402 | (1) |
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403 | (1) |
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404 | (1) |
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405 | (1) |
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406 | (1) |
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Advanced Object Modeling---Natural Phenomena |
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407 | (28) |
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409 | (1) |
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409 | (1) |
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410 | (1) |
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410 | (9) |
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411 | (5) |
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416 | (1) |
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416 | (3) |
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419 | (3) |
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419 | (3) |
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422 | (1) |
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422 | (5) |
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424 | (1) |
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424 | (1) |
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425 | (2) |
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427 | (5) |
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427 | (1) |
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Cellular automata-based clouds |
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428 | (1) |
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Texture-based steam and smoke |
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429 | (1) |
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Computational fluid dynamics-based smoke |
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430 | (2) |
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432 | (2) |
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433 | (1) |
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433 | (1) |
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434 | (1) |
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Advanced Object Modeling---Characters |
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435 | (26) |
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436 | (10) |
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437 | (1) |
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438 | (6) |
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444 | (2) |
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446 | (4) |
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447 | (1) |
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447 | (2) |
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449 | (1) |
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450 | (4) |
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454 | (5) |
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454 | (1) |
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455 | (4) |
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459 | (2) |
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461 | (20) |
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A.1 Computer Math Versus Real Math |
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461 | (1) |
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A.2 IEEE Floating Point Properties |
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462 | (1) |
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463 | (1) |
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464 | (1) |
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464 | (3) |
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A.5.1 Trigonometric functions |
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465 | (2) |
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467 | (1) |
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467 | (1) |
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A.6.2 Trochoids and cycloids |
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467 | (1) |
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A.7 Vectors and Their Properties |
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468 | (4) |
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468 | (1) |
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469 | (1) |
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A.7.3 Scalar multiplication |
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469 | (1) |
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469 | (1) |
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469 | (1) |
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A.7.6 Vector triple product |
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470 | (1) |
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A.7.7 Scalar triple product |
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471 | (1) |
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A.8 Matrices and Their Properties |
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472 | (3) |
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473 | (1) |
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A.8.2 Scalar multiplication |
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473 | (1) |
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A.8.3 Matrix multiplication |
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474 | (1) |
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A.8.4 Determinant of a matrix |
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474 | (1) |
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A.9 Systems of Linear Equations |
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475 | (3) |
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A.9.1 Gaussian elimination |
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476 | (1) |
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A.9.2 The Gauss-Siedel method |
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476 | (2) |
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A.10 Distance and Closest Points in Three Dimensions |
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478 | (3) |
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481 | (18) |
Index |
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499 | |