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Book Categories |
Introduction | 1 | |
1 | Hardware Interface | 7 |
History of Computer Graphics and Video Games | 7 | |
Interactions of 3D Applications with the Hardware | 12 | |
Displaying Images on the Computer Screen | 16 | |
Reacting to Events | 21 | |
Using Different Architectures | 25 | |
UNIX and X Windows | 26 | |
Mac OS | 28 | |
MS-DOS and MS Windows | 30 | |
Console Game Platforms | 35 | |
Summary | 37 | |
2 | Geometric Transformations | 39 |
Euclidean Spaces, Scalars, Points, and Vectors | 40 | |
Rigid Transformations | 43 | |
Translation | 44 | |
Rotation in 2D | 46 | |
Rotation in 3D | 48 | |
Evaluating Trigonometric Functions | 55 | |
Structure Deforming Transformations | 58 | |
Scaling | 58 | |
Shearing | 59 | |
Representing Transformations in a Matrix Form | 60 | |
Projection Transformations | 66 | |
Parallel Projection | 66 | |
Perspective Projection | 68 | |
Fractional Arithmetic | 73 | |
Floating Point Arithmetic | 75 | |
Fixed Point Arithmetic | 77 | |
Hardware Assistance for Geometric Transformations | 82 | |
Summary | 85 | |
3 | Rasterization | 87 |
Rasterizing Points | 88 | |
Rasterizing Line Segments | 90 | |
Rasterizing Polygons | 98 | |
Rasterizing Convex Polygons | 99 | |
Rasterizing Concave Polygons | 105 | |
Rendering Interpolatively (Gouraud) Shaded Polygons | 110 | |
Rendering Textured Polygons | 113 | |
Linear Texture Mapping | 114 | |
Perspective Texture Mapping | 116 | |
Texture Mapping Using Quadric Curves | 120 | |
Anti-Aliasing | 124 | |
Area Sampling | 124 | |
Filtering | 125 | |
Summary | 127 | |
4 | Clipping | 129 |
2D Clipping Strategies | 130 | |
Clipping Points | 131 | |
Clipping Line Segments | 132 | |
Clipping Polygons | 137 | |
3D Clipping Strategies | 142 | |
Summary | 148 | |
5 | Viewing | 149 |
World-to-Screen Methods | 150 | |
Parameters of the Viewing System | 153 | |
Polygonal Pipeline | 159 | |
Textured Polygons | 161 | |
Screen-to-World Methods | 164 | |
Line Equation | 166 | |
Plane Equation | 168 | |
Intersection of a Line and a Plane | 172 | |
Intersection of a Line and a Polygon | 173 | |
Intersection of a Line and a Sphere | 179 | |
Intersection of a Line and a Cylinder | 180 | |
Finding the Proper Intersection | 181 | |
Optimizing Ray-Casting | 183 | |
Summary | 185 | |
6 | Modeling | 187 |
Wireframe Models | 188 | |
Polygonal Models | 190 | |
Billboards | 193 | |
Cubic Curves and Bicubic Patches | 194 | |
2D Curves | 195 | |
3D Curves and Patches | 202 | |
Landscapes | 208 | |
Voxel Models | 212 | |
Summary | 215 | |
7 | Hidden Surface Removal | 217 |
Back-Face Culling | 218 | |
Determining Back Surface | 220 | |
The Place of Back-Face Culling in the Pipeline | 222 | |
Back-to-Front Sorting | 223 | |
Sorting Algorithms | 224 | |
Comparing Polygons | 227 | |
Well-Founded Order | 230 | |
Order Lists | 232 | |
Quad Trees and Octal Trees | 233 | |
Portals | 234 | |
Binary Space Partition Trees | 237 | |
Beam Trees | 243 | |
Scan-Line Algorithm | 246 | |
Z-Buffer Algorithm | 249 | |
Summary | 251 | |
8 | Lighting | 253 |
Physics of Light and Human Perception | 253 | |
Modeling Colors | 256 | |
Achromatic Light (Black and White) | 256 | |
Tri-component Color Models | 257 | |
Modeling Illumination | 263 | |
Ambient Illumination | 263 | |
Diffuse (Lambertian) Reflection | 265 | |
Specular Reflection | 270 | |
Illumination in Screen-to-World Viewing | 275 | |
Local Screen-to-World Illumination | 275 | |
Global Screen-to-World Illumination | 276 | |
Radiosity | 281 | |
Illumination in World-to-Screen Viewing | 283 | |
Local World-to-Screen Illumination | 284 | |
Global World-to-Screen Illumination | 289 | |
Summary | 293 | |
9 | Application Design | 295 |
General Approaches to Design | 296 | |
Object-Oriented Programming | 299 | |
Error Handling | 303 | |
State Machine | 305 | |
Scripting | 307 | |
Special Hardware | 310 | |
Algorithms Implemented in Hardware | 310 | |
Integration of Graphics Hardware | 312 | |
Building Tools | 316 | |
OpenGL | 317 | |
Direct3D | 320 | |
Glide | 321 | |
Design Strategies | 322 | |
Viewing Solid Bodies | 322 | |
Viewing Interior Scenes | 326 | |
Viewing Exterior Scenes | 328 | |
Summary | 329 | |
Appendixes | 331 | |
A | 3Dgpl Graphics Library | 333 |
Legal | 333 | |
Modules | 334 | |
Hardware Module | 334 | |
Graphics Module | 335 | |
Clipper Module | 336 | |
Trans Module | 337 | |
Light Module | 338 | |
Engine Module | 338 | |
Shape Module | 339 | |
Vector Module | 340 | |
Trace Module | 340 | |
Data Module | 341 | |
Sample Applications | 342 | |
Compiling | 343 | |
B | Common Formulas | 345 |
Linear Algebra | 345 | |
Geometric Transformations | 345 | |
Analytical Geometry | 347 | |
Illumination | 348 | |
C | Additional Reading | 351 |
Index | 355 |
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Add 3d Graphics Programming: Games and Beyond, 3D Graphics Programming: Games & Beyond is a comprehensive guide to polygonal 3D graphics with an emphasis on techniques used in computer games. It contains descriptions of the most useful algorithms and combines them with practical programming, 3d Graphics Programming: Games and Beyond to the inventory that you are selling on WonderClubX
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Add 3d Graphics Programming: Games and Beyond, 3D Graphics Programming: Games & Beyond is a comprehensive guide to polygonal 3D graphics with an emphasis on techniques used in computer games. It contains descriptions of the most useful algorithms and combines them with practical programming, 3d Graphics Programming: Games and Beyond to your collection on WonderClub |