Table of Contents

Cover image

Title page

The Morgan Kaufmann Series in Computer Graphics and Geometric Modeling

Copyright

Dedication

Preface

Acknowledgments

Biographies

PART I: Concepts

Chapter 1: Geometry Representation and Modeling

1.1 Polygonal Representation

1.2 Decomposition and Tessellation

1.3 Shading Normals

1.4 Triangle Stripping

1.5 Vertices and Vertex Arrays

1.6 Modeling vs. Rendering Revisited

Chapter 2: 3D Transformations

2.1 Data Representation

2.2 Overview of the Transformation Pipeline

2.3 Normal Transformation

2.4 Texture Coordinate Generation and Transformation

2.5 Modeling Transforms

2.6 Visualizing Transform Sequences

2.7 Projection Transform

2.8 The Z Coordinate and Perspective Projection

2.9 Vertex Programs

2.10 Summary

Chapter 3: Color, Shading, and Lighting

3.1 Representing Color

3.2 Shading

3.3 Lighting

3.4 Fixed-Point and Floating-Point Arithmetic

3.5 Summary

Chapter 4: Digital Images and Image Manipulation

4.1 Image Representation

4.2 Digital Filtering

4.3 Convolution

4.4 Images in OpenGL

4.5 Positioning Images

4.6 Pixel Store Operations

4.7 Pixel Transfer Operations

4.8 ARB Imaging Subset

4.9 Off-Screen Processing

4.10 Summary

Chapter 5: Texture Mapping

5.1 Loading Texture Images

5.2 Texture Coordinates

5.3 Loading Texture Images from the Frame Buffer

5.4 Environment Mapping

5.5 3D Texture

5.6 Filtering

5.7 Additional Control of Texture Level of Detail

5.8 Texture Objects

5.9 Multitexture

5.10 Texture Environment

5.11 Summary

Chapter 6: Rasterization and Fragment Processing

6.1 Rasterization

6.2 Fragment Operations

6.3 Framebuffer Operations

6.4 Summary

Chapter 7: Window System and Platform Integration

7.1 Renderer and Window State

7.2 Address Space and Threads

7.3 Anatomy of a Window

7.4 Off-Screen Rendering

7.5 Rendering to Texture Maps

7.6 Direct and Indirect Rendering

Chapter 8: OpenGL Implementations

8.1 OpenGL Versions

8.2 OpenGL Extensions

8.3 OpenGL ES for Embedded Systems

8.4 OpenGL Pipeline Evolution

8.5 Hardware Implementations of the Pipeline

8.6 The Future

PART II: Basic Techniques

Chapter 9: Multiple Rendering Passes

9.1 Invariance

9.2 Multipass Overview

9.3 The Multipass Toolbox

9.4 Multipass Limitations

9.5 Multipass vs. Micropass

9.6 Deferred Shading

9.7 Summary

Chapter 10: Antialiasing

10.1 Full-Scene Antialiasing

10.2 Supersampling

10.3 Area Sampling

10.4 Line and Point Antialiasing

10.5 Antialiasing with Textures

10.6 Polygon Antialiasing

10.7 Temporal Antialiasing

10.8 Summary

Chapter 11: Compositing, Blending, and Transparency

11.1 Combining Two Images

11.2 Other Compositing Operators

11.3 Keying and Matting

11.4 Blending Artifacts

11.5 Compositing Images with Depth

11.6 Other Blending Operations

11.7 Dissolves

11.8 Transparency

11.9 Alpha-Blended Transparency

11.10 Screen-Door Transparency

11.11 Summary

Chapter 12: Image Processing Techniques

12.1 OpenGL Imaging Support

12.2 Image Storage

12.3 Point Operations

12.4 Region-based Operations

12.5 Reduction Operations

12.6 Convolution

12.7 Geometric Operations

12.8 Image-Based Depth of Field

12.9 High-Dynamic Range Imaging

12.10 Summary

Chapter 13: Basic Transform Techniques

13.1 Computing Inverse Transforms Efficiently

13.2 Stereo Viewing

13.3 Depth of Field

13.4 Image Tiling

13.5 Billboarding Geometry

13.6 Texture Coordinate vs. Geometric Transformations

13.7 Interpolating Vertex Components through a Perspective Transformation

13.8 Summary

Chapter 14: Texture Mapping Techniques

14.1 Loading Texture Images into a Framebuffer

14.2 Optimizing Texture Coordinate Assignment

14.3 3D Textures

14.4 Texture Mosaics

14.5 Texture Tiling

14.6 Texture Paging

14.7 Prefiltered Textures

14.8 Dual-Paraboloid Environment Mapping

14.9 Texture Projection

14.10 Texture Color Coding and Contouring

14.11 2D Image Warping

14.12 Texture Animation

14.13 Detail Textures

14.14 Texture Sharpening

14.15 Mipmap Generation

14.16 Texture Map Limits

14.17 Summary

Chapter 15: Lighting Techniques

15.1 Limitations in Vertex Lighting

15.2 Fragment Lighting Using Texture Mapping

15.3 Spotlight Effects Using Projective Textures

15.4 Specular Lighting Using Environment Maps

15.5 Light Maps

15.6 BRDF-based Lighting

15.7 Reflectance Maps

15.8 Per-fragment Lighting Computations

15.9 Other Lighting Models

15.10 Bump Mapping with Textures

15.11 Normal Maps

15.12 Bump-mapped Reflections

15.13 High Dynamic Range Lighting

15.14 Global Illumination

15.15 Summary

PART III: Advanced Techniques

Chapter 16: CAD and Modeling Techniques

16.1 Picking and Highlighting

16.2 Culling Techniques

16.3 Occlusion Culling

16.4 Geometric Level of Detail

16.5 Visualizing Surface Orientation

16.6 Visualizing Surface Curvature

16.7 Line Rendering Techniques

16.8 Coplanar Polygons and Decaling

16.9 Capping Clipped Solids

16.10 Constructive Solid Geometry

Chapter 17: Scene Realism

17.1 Reflections

17.2 Refraction

17.3 Creating Environment Maps

17.4 Shadows

17.5 Summary

Chapter 18: Natural Detail

18.1 Particle Systems

18.2 Dynamic Meshes

18.3 Procedural Texture Generation

18.4 Summary

Chapter 19: Illustration and Artistic Techniques

19.1 Projections for Illustration

19.2 Nonphotorealistic Lighting Models

19.3 Edge Lines

19.4 Cutaway Views

19.5 Depth Cuing

19.6 Patterns and Hatching

19.7 2D Drawing Techniques

19.8 Text Rendering

19.9 Drawing and Painting

19.10 Summary

Chapter 20: Scientific Visualization

20.1 Mapping Numbers to Pictures

20.2 Visual Cues and Perception

20.3 Data Characterization

20.4 Point Data Visualization

20.5 Scalar Field Visualization

20.6 Vector Field Visualization

20.7 Tensor Field Visualization

20.8 Summary

Chapter 21: Structuring Applications for Performance

21.1 Structuring Graphics Processing

21.2 Managing Frame Time

21.3 Application Performance Tuning

21.4 Summary

Using OpenGL Extensions

Equations

Bibliography

Subject Index

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