𝔖 Scriptorium
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πŸ“

Interactive Computer Graphics

✍ Scribed by Edward Angel, Dave Shreiner


Year
2020
Tongue
English
Leaves
1590
Edition
8
Category
Library

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✦ Table of Contents


Preface
Cover
Title Page
Copyright
Dedication
Preface
Contents
Contents
1: Graphics Systems and Models
Introduction: Graphics Systems and Models
1.1: Applications of Computer Graphics
1.2: A Graphics System
1.3: Images: Physical and Synthetic
1.4: Imaging Systems
1.5: The Synthetic-Camera Model
1.6: The Programmer's Interface
1.7: Graphics Architectures
1.8: Programmable Pipelines
1.9: Performance Characteristics
1.10: OpenGL Versions and WebGL
Chapter 1: Summary and Notes
Chapter 1: Suggested Readings
Chapter 1: Exercises
2: Graphics Programming
Introduction: Graphics Programming
2.1: The Sierpinski Gasket
2.2: Programming Two-Dimensional Applications
2.3: The WebGL Application Programming Interface
2.4: Primitives and Attributes
2.5: Color
2.6: Viewing
2.7: Control Functions
2.8: The Gasket Program
2.9: Polygons and Recursion
2.10: The Three-Dimensional Gasket
Chapter 2: Summary and Notes
Chapter 2: Code Examples
Chapter 2: Suggested Readings
Chapter 2: Exercises
3: Interaction and Animation
Introduction: Interaction and Animation
3.1: Animation
3.2: Interaction
3.3: Input Devices
3.4: Physical Input Devices
3.5: Programming Event-Driven Input
3.6: Position Input
3.7: Window Events
3.8: Gesture and Touch
3.9: Picking
3.10: Building Models Interactively
3.11: Design of Interactive Programs
Chapter 3: Summary and Notes
Chapter 3: Code Examples
Chapter 3: Suggested Readings
Chapter 3: Exercises
4: Geometric Objects and Transformations
Introduction: Geometric Objects and Transformations
4.1: Scalars, Points, and Vectors
4.2: Three-Dimensional Primitives
4.3: Coordinate Systems and Frames
4.4: Frames in WebGL
4.5: Matrix and Vector Types
4.6: Modeling a Colored Cube
4.7: Affine Transformations
4.8: Translation, Rotation, and Scaling
4.9: Transformations in Homogeneous Coordinates
4.10: Concatenation of Transformations
4.11: Transformation Matrices in WebGL
4.12: Spinning of the Cube
4.13: Smooth Rotations
4.14: Quaternions
4.15: Interfaces to Three-Dimensional Applications
Chapter 4: Summary and Notes
Chapter 4: Code Examples
Chapter 4: Suggested Readings
Chapter 4: Exercises
5: Viewing
Introduction: Viewing
5.1: Classical and Computer Viewing
5.2: Viewing with a Computer
5.3: Positioning of the Camera
5.4: Parallel Projections
5.5: Perspective Projections
5.6: Perspective Projections with WebGL
5.7: Perspective Projection Matrices
5.8: Hidden-Surface Removal
5.9: Displaying Meshes
5.10: Projections and Shadows
5.11: Shadow Maps
Chapter 5: Summary and Notes
Chapter 5: Code Examples
Chapter 5: Suggested Readings
Chapter 5: Exercises
6: Lighting and Shading
Introduction: Lighting and Shading
6.1: Light and Matter
6.2: Light Sources
6.3: The Phong Lighting Model
6.4: Computation of Vectors
6.5: Polygonal Shading
6.6: Approximation of a Sphere by Recursive Subdivision
6.7: Specifying Lighting Parameters
6.8: Implementing a Lighting Model
6.9: Shading of the Sphere Model
6.10: Per-Fragment Lighting
6.11: Nonphotorealistic Shading
6.12: Global Illumination
Chapter 6: Summary and Notes
Chapter 6: Code Examples
Chapter 6: Suggested Readings
Chapter 6: Exercises
7: Texture Mapping
Introduction: Texture Mapping
7.1: Buffers
7.2: Digital Images
7.3: Mapping Methods
7.4: Two-Dimensional Texture Mapping
7.5: Texture Mapping in WebGL
7.6: Environment Maps
7.7: Reflection Map Example
7.8: Bump Mapping
Chapter 7: Summary and Notes
Chapter 7: Code Examples
Chapter 7: Suggested Readings
Chapter 7: Exercises
8: Working with Framebuffers
Introduction: Working with Framebuffers
8.1: Blending Techniques
8.2: Image Processing
8.3: GPGPU
8.4: Framebuffer Objects
8.5: Multi-pass Rendering Techniques
8.6: Buffer Ping-Ponging
8.7: Picking
8.8: Shadow Maps
8.9: Projective Textures
Chapter 8: Summary and Notes
Chapter 8: Code Examples
Chapter 8: Suggested Readings
Chapter 8: Exercises
9: Modeling and Hierarchy
Introduction: Modeling and Hierarchy
9.1: Geometries and Instances
9.2: Hierarchical Models
9.3: A Robot Arm
9.4: Trees and Traversal
9.5: Use of Tree Data Structures
9.6: Animation
9.7: Graphical Objects
9.8: Scene Graphs
9.9: Implementing Scene Graphs
9.10: Other Tree Structures
Chapter 9: Summary and Notes
Chapter 9: Code Examples
Chapter 9: Suggested Readings
Chapter 9: Exercises
10: Procedural Methods
Introduction: Procedural Methods
10.1: Algorithmic Models
10.2: Physically Based Models and Particle Systems
10.3: Newtonian Particles
10.4: Solving Particle Systems
10.5: Constraints
10.6: A Simple Particle System
10.7: Agent-Based Models
10.8: Using Point Sprites
10.9: Language-Based Models
10.10: Recursive Methods and Fractals
10.11: Procedural Noise
Chapter 10: Summary and Notes
Chapter 10: Code Examples
Chapter 10: Suggested Readings
Chapter 10: Exercises
11: Curves and Surfaces
Introduction: Curves and Surfaces
11.1: Representation of Curves and Surfaces
11.2: Design Criteria
11.3: Parametric Cubic Polynomial Curves
11.4: Interpolation
11.5: Hermite Curves and Surfaces
11.6: Bβ”œΔ™zier Curves and Surfaces
11.7: Cubic B-Splines
11.8: General B-Splines
11.9: Rendering Curves and Surfaces
11.10: The Utah Teapot
11.11: Algebraic Surfaces
11.12: Subdivision Curves and Surfaces
11.13: Mesh Generation from Data
11.14: Graphics API support for Curves and Surfaces
Chapter 11: Summary and Notes
Chapter 11: Code Examples
Chapter 11: Suggested Readings
Chapter 11: Exercises
12: From Geometry to Pixels
Introduction: From Geometry to Pixels
12.1: Basic Rendering Strategies
12.2: Rendering Pipeline
12.3: Clipping
12.4: Rasterization
12.5: Polygon Rasterization
12.6: Hidden-Surface Removal
12.7: Hardware Implementations
12.8: Antialiasing
12.9: Display Considerations
Chapter 12: Summary and Notes
Chapter 12: Suggested Readings
Chapter 12: Exercises
13: Advanced Rendering
Introduction: Advanced Rendering
13.1: Going Beyond Pipeline Rendering
13.2: Ray Tracing
13.3: Building a Simple Ray Tracer
13.4: The Rendering Equation
13.5: Global Illumination and Path Tracing
13.6: RenderMan
13.7: Parallel Rendering
13.8: Implicit Functions and Contour Maps
13.9: Volume Rendering
13.10: Isosurfaces and Marching Cubes
13.11: Marching Tetrahedra
13.12: Mesh Simplification
13.13: Direct Volume Rendering
13.14: Image-Based Rendering
13.15: Virtual, Augmented, and Mixed Reality
13.16: A Final Example
Chapter 13: Summary and Notes
Chapter 13: Suggested Readings
Chapter 13: Exercises
Backmatter
Appendix A: Initializing Shaders
Appendix B: Spaces
Appendix C: Matrices
Appendix D: Sampling and Aliasing
References


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