Computer Graphics

by
Format: Hardcover
Pub. Date: 2005-09-30
Publisher(s): Jones & Bartlett
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Summary

Computer Graphics: Theory Into Practice  thoroughly examines the components of the human visual system, and how this impacts the way computer graphic images are generated.  the book begins with a look at the technology used in modern computer graphics, and continues with the human visual system, The physical properties of light, and how these are implemented in simple shading methods.  Additionally, topics of visual illusions, and color interactions are also presented.  Numerous illustrations are included throughout the text to support the material presented.  

Table of Contents

Preface v
Acknowledgments vii
Computer Graphics Background
1(48)
Image Terminology
3(1)
The Graphics Pipeline
4(3)
Object modeling
5(1)
Rendering
6(1)
Image display
7(1)
A Camera Model
7(4)
Coordinate Systems
11(4)
Color Models
15(13)
International Commission on Illumination
16(4)
RGB
20(1)
CMY & CMYK
20(1)
HSV
21(3)
HLS
24(3)
Video signal color models
27(1)
Displaying Images
28(4)
Monitors
28(2)
Flat panel displays
30(1)
Hard copy
31(1)
Output differences
31(1)
Conclusion
32(1)
OpenGL Basics
33(14)
What is OpenGL?
33(1)
Naming conventions
34(1)
Getting ready to render
35(1)
Event loops and callback functions
36(3)
A simple display function
39(1)
A simple reshape function
40(1)
User input
41(3)
Putting it all together
44(3)
Projects
47(2)
Vision, Light, and Shading
49(64)
How Light Works
50(2)
Vision
52(10)
The eye and color vision
53(2)
Light level and vision
55(1)
Depth perception
55(2)
Visual illusions
57(3)
Color interactions
60(1)
Mach bands
60(2)
Illumination
62(15)
The bidirectional reflectance distribution function
63(4)
A simple illumination model
67(8)
Atmospheric attenuation
75(2)
Shading
77(16)
Flat shading
78(1)
Gouraud shading
79(3)
Phong shading
82(3)
A more realistic shading: microfacets
85(8)
Empirical Models
93(7)
The Strauss model
93(5)
The Ward model
98(2)
The OpenGL Way
100(11)
Setting colors
101(1)
Color interpolation
102(1)
Setting normal vectors
103(1)
Light sources and shading
103(3)
Specifying object properties
106(2)
Specifying a lighting model
108(1)
Details of OpenGL light calculations
109(1)
Fog
110(1)
Projects
111(2)
Object Modeling
113(40)
Transformations
114(8)
Translation
115(1)
Scaling
116(1)
Rotation
117(1)
Order of transformations
118(1)
Projections
118(3)
Combining transformations
121(1)
Lines
122(2)
Planes
124(7)
Spheres
131(4)
Polygonal Objects
135(5)
Working with polygon meshes
136(3)
Level of detail
139(1)
Hierarchical Modeling and Scene Graphs
140(3)
The OpenGL Way
143(9)
Coordinate systems
144(1)
Transformations and matrices
145(1)
Matrix stacks
146(1)
Simple objects
147(5)
Projects
152(1)
Curves and Curved Surfaces
153(36)
Bezier Curves
155(9)
Subdividing Bezier curves
159(3)
Rendering Bezier curves
162(1)
Non-cubic Bezier curves
163(1)
B-spline Curves
164(8)
Subdividing B-spline curves
169(1)
Rendering B-spline curves
170(1)
Non-cubic B-spline curves
170(2)
Other Curve Types
172(4)
Hermite curves
172(1)
Rational curves
173(2)
NURBS
175(1)
Surfaces
176(3)
Bezier surfaces
176(3)
B-spline surfaces
179(1)
Sweeping Surfaces
179(2)
Rendering Surfaces
181(3)
Conversion to patches
182(1)
Direct rendering
183(1)
The OpenGL Way
184(4)
Bezier curves
185(2)
Bezier surfaces
187(1)
Projects
188(1)
Visibility
189(26)
Clipping
192(5)
Sutherland-Hodgeman clipping algorithm
192(5)
The Hidden Surface Problem
197(14)
Painter's algorithm
197(3)
Depth-sort algorithm
200(1)
Z-buffer
201(2)
Back face elimination
203(1)
Warnock's algorithm
203(2)
Binary space partitioning (BSP) trees
205(3)
Polygon clipping
208(3)
The OpenGL Way
211(3)
Setting up clipping
212(1)
Setting up depth operations
213(1)
Changing viewing parameters
213(1)
Projects
214(1)
Texture
215(56)
Painted Textures
216(6)
Bump Mapping
222(5)
Environment Mapping
227(5)
Three-Dimensional Textures
232(1)
Functional Textures
233(22)
Noise
234(3)
Turbulence
237(3)
A marble texture
240(7)
Cosine textures
247(8)
Antialiasing Textures
255(5)
The OpenGL Way
260(9)
Creating the texture
261(1)
Enabling texture mapping
262(1)
Using the texture
262(1)
Specifying texture coordinates
262(3)
Advanced OpenGL texturing
265(4)
Projects
269(2)
Shadows
271(28)
Coloring Shadows
274(3)
Simple Shadows
277(3)
Light sources at infinity
277(2)
Local light sources
279(1)
Projection Shadows
280(3)
Object clipping
282(1)
Shadow Volumes
283(4)
Shadow Z-buffer
287(4)
Soft edged shadows
289(2)
The OpenGL Way
291(7)
The stencil buffer
291(1)
Planar projection shadows
292(2)
Planar stencil buffer shadows
294(3)
Shadow volume stencil buffer shadows
297(1)
Projects
298(1)
Ray Tracing
299(40)
Ray Intersections
301(12)
Plane intersections
302(2)
Triangular patch intersections
304(3)
Sphere intersections
307(3)
Box intersections
310(2)
Other object intersections
312(1)
Ray Reflections and Refractions
313(9)
Ray reflections
313(2)
Ray refractions
315(7)
Ray Tracing Shadows
322(2)
Ray Tracing Process
324(2)
Recursive ray tracing
325(1)
Improving Ray Tracing Results
326(10)
Improving quality
326(5)
Improving speed
331(5)
The OpenGL Way
336(1)
Projects
337(2)
Radiosity
339(40)
The Radiosity Equation
342(2)
Radiosity Pipeline
344(1)
Polygon Meshing
345(2)
Form Factors
347(11)
Form factor reciprocity
357(1)
Hemicube symmetry
358(1)
Hemicube aliasing
358(1)
Solving the Radiosity Equation
358(4)
Gauss-Siedel iterative solution
360(2)
Rendering the Image
362(1)
Radiosity Improvements
363(10)
Progressive refinement
364(4)
Adaptive mesh refinement
368(5)
Other Issues
373(4)
T-Vertices
373(2)
Coplanar surfaces
375(1)
Textures
375(1)
Specular highlights
376(1)
The OpenGL Way
377(1)
Hardware form factor determination
377(1)
Rendering the scene
378(1)
Projects
378(1)
Animation
379(28)
A Brief Look at Conventional Animation
383(2)
The storyboard
383(1)
Cel animation
384(1)
Motion
385(7)
Direction and location
386(3)
Speed
389(1)
Rotation and scaling
390(1)
Physically based motion
390(2)
Articulated Figures
392(10)
Kinematics
396(1)
Walking and running
397(3)
Facial animation
400(1)
Motion capture
401(1)
Flocking
402(1)
Motion Blur
403(1)
Animation Systems
404(1)
The OpenGL Way
405(1)
Projects
406(1)
Advanced Object Modeling---Natural Phenomena
407(28)
General Techniques
409(1)
Procedural modeling
409(1)
Particle systems
410(1)
Botanical Structures
410(9)
Grammar-based models
411(5)
Probabilistic models
416(1)
Plant ecosystems
416(3)
Terrain
419(3)
Fractal models
419(3)
Erosion models
422(1)
Liquids
422(5)
Waves
424(1)
Height field models
424(1)
A fluid dynamics model
425(2)
Gaseous Phenomena
427(5)
Texture-based clouds
427(1)
Cellular automata-based clouds
428(1)
Texture-based steam and smoke
429(1)
Computational fluid dynamics-based smoke
430(2)
Fire
432(2)
Particle-based fire
433(1)
Physically-based fire
433(1)
Projects
434(1)
Advanced Object Modeling---Characters
435(26)
Cloth
436(10)
Types of cloth
437(1)
Modeling woven cloth
438(6)
Modeling knit cloth
444(2)
Hair and Fur
446(4)
Fur
447(1)
Hair
447(2)
Illumination of hair
449(1)
Feathers
450(4)
Skin
454(5)
Rendering
454(1)
Shape modeling
455(4)
Projects
459(2)
Appendix A Graphics Math
461(20)
A.1 Computer Math Versus Real Math
461(1)
A.2 IEEE Floating Point Properties
462(1)
A.3 Calculation Speedup
463(1)
A.4 Interpolation
464(1)
A.5 Trigonometry
464(3)
A.5.1 Trigonometric functions
465(2)
A.6 Curves
467(1)
A.6.1 Catenary curve
467(1)
A.6.2 Trochoids and cycloids
467(1)
A.7 Vectors and Their Properties
468(4)
A.7.1 Vector length
468(1)
A.7.2 Vector addition
469(1)
A.7.3 Scalar multiplication
469(1)
A.7.4 Dot product
469(1)
A.7.5 Cross-product
469(1)
A.7.6 Vector triple product
470(1)
A.7.7 Scalar triple product
471(1)
A.8 Matrices and Their Properties
472(3)
A.8.1 Matrix addition
473(1)
A.8.2 Scalar multiplication
473(1)
A.8.3 Matrix multiplication
474(1)
A.8.4 Determinant of a matrix
474(1)
A.9 Systems of Linear Equations
475(3)
A.9.1 Gaussian elimination
476(1)
A.9.2 The Gauss-Siedel method
476(2)
A.10 Distance and Closest Points in Three Dimensions
478(3)
Appendix B References
481(18)
Index 499

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