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  1. Chapter 1: The Rendering Pipeline
  2. 1.1 Graphics Processors
  3. 1.2 Vertex Transformation
  4. 1.3 Rasterization and Fragment Operations
  5.  
  6. Chapter 2: Vectors
  7. 2.1 Vector Properties
  8. 2.2 Dot Products
  9. 2.3 Cross Products
  10. 2.4 Vector Spaces
  11.  
  12. Chapter 3: Matrices
  13. 3.1 Matrix Properties
  14. 3.2 Linear Systems
  15. 3.3 Matrix Inverses
  16. 3.4 Determinants
  17. 3.5 Eigenvalues and Eigenvectors
  18. 3.6 Diagonalization
  19.  
  20. Chapter 4: Transforms
  21. 4.1 Linear Transformations
  22. 4.1.1 Orthogonal Matrices
  23. 4.1.2 Handedness
  24. 4.2 Scaling Transforms
  25. 4.3 Rotation Transforms
  26. 4.3.1 Rotation About an Arbitrary Axis
  27. 4.4 Homogeneous Coordinates
  28. 4.4.1 Four-dimensional Transforms
  29. 4.4.2 Points and Directions
  30. 4.4.3 Geometrical Interpretation of the w-coordinate
  31. 4.5 Transforming Normal Vectors
  32. 4.6 Quaternions
  33. 4.6.1 Quaternion Mathematics
  34. 4.6.2 Rotations with Quaternions
  35. 4.6.3 Spherical Linear Interpolation
  36.  
  37. Chapter 5: Geometry for 3D Engines
  38. 5.1 Lines in 3D Space
  39. 5.1.1 Distance Between a Point and a Line
  40. 5.1.2 Distance Between Two Lines
  41. 5.2 Planes in 3D Space
  42. 5.2.1 Intersection of a Line and a Plane
  43. 5.2.2 Intersection of Three Planes
  44. 5.2.3 Transforming Planes
  45. 5.3 The View Frustum
  46. 5.3.1 Field of View
  47. 5.3.2 Frustum Planes
  48. 5.4 Perspective Correct Interpolation
  49. 5.4.1 Depth Interpolation
  50. 5.4.2 Vertex Attribute Interpolation
  51. 5.5 Projections
  52. 5.5.1 Perspective Projections
  53. 5.5.2 Orthographic Projections
  54. 5.5.3 Extracting Frustum Planes
  55. 5.6 Reflections and Oblique Clipping
  56.  
  57. Chapter 6: Ray Tracing
  58. 6.1 Root Finding
  59. 6.1.1 Quadratic Polynomials
  60. 6.1.2 Cubic Polynomials
  61. 6.1.3 Quartic Polynomials
  62. 6.1.4 Newton’s Method
  63. 6.1.5 Refinement of Reciprocals and Square Roots
  64. 6.2 Surface Intersections
  65. 6.2.1 Intersection of a Ray and a Triangle
  66. 6.2.2 Intersection of a Ray and a Box
  67. 6.2.3 Intersection of a Ray and a Sphere
  68. 6.2.4 Intersection of a Ray and a Cylinder
  69. 6.2.5 Intersection of a Ray and a Torus
  70. 6.3 Normal Vector Calculation
  71. 6.4 Reflection and Refraction Vectors
  72. 6.4.1 Reflection Vector Calculation
  73. 6.4.2 Refraction Vector Calculation
  74.  
  75. Chapter 7: Lighting and Shading
  76. 7.1 RGB Color
  77. 7.2 Light Sources
  78. 7.2.1 Ambient Light
  79. 7.2.2 Directional Light Sources
  80. 7.2.3 Point Light Sources
  81. 7.2.4 Spot Light Sources
  82. 7.3 Diffuse Reflection
  83. 7.4 Specular Reflection
  84. 7.5 Texture Mapping
  85. 7.5.1 Standard Texture Maps
  86. 7.5.2 Projective Texture Maps
  87. 7.5.3 Cube Texture Maps
  88. 7.5.4 Filtering and Mipmaps
  89. 7.6 Emission
  90. 7.7 Shading Models
  91. 7.7.1 Calculating Normal Vectors
  92. 7.7.2 Gouraud Shading
  93. 7.7.3 Blinn-Phong Shading
  94. 7.8 Bump Mapping
  95. 7.8.1 Bump Map Construction
  96. 7.8.2 Tangent Space
  97. 7.8.3 Calculating Tangent Vectors
  98. 7.8.4 Implementation
  99. 7.9 A Physical Reflection Model
  100. 7.9.1 Bidirectional Reflectance Distribution Functions
  101. 7.9.2 Cook-Torrance Illumination
  102. 7.9.3 The Fresnel Factor
  103. 7.9.4 The Microfacet Distribution Function
  104. 7.9.5 The Geometrical Attenuation Factor
  105. 7.9.6 Implementation
  106.  
  107. Chapter 8: Visibility Determination
  108. 8.1 Bounding Volume Construction
  109. 8.1.1 Principal Component Analysis
  110. 8.1.2 Bounding Box Construction
  111. 8.1.3 Bounding Sphere Construction
  112. 8.1.4 Bounding Ellipsoid Construction
  113. 8.1.5 Bounding Cylinder Construction
  114. 8.2 Bounding Volume Tests
  115. 8.2.1 Bounding Sphere Test
  116. 8.2.2 Bounding Ellipsoid Test
  117. 8.2.3 Bounding Cylinder Test
  118. 8.2.4 Bounding Box Test
  119. 8.3 Spatial Partitioning
  120. 8.3.1 Octrees
  121. 8.3.2 Binary Space Partitioning Trees
  122. 8.4 Portal Systems
  123. 8.4.1 Portal Clipping
  124. 8.4.2 Reduced View Frustums
  125.  
  126. Chapter 9: Polygonal Techniques
  127. 9.1 Depth Value Offset
  128. 9.1.1 Projection Matrix Modification
  129. 9.1.2 Offset Value Selection
  130. 9.1.3 Implementation
  131. 9.2 Decal Application
  132. 9.2.1 Decal Mesh Construction
  133. 9.2.2 Polygon Clipping
  134. 9.3 Billboarding
  135. 9.3.1 Unconstrained Quads
  136. 9.3.2 Constrained Quads
  137. 9.3.3 Polyboards
  138. 9.4 Polygon Reduction
  139. 9.5 T-Junction Elimination
  140. 9.6 Triangulation
  141.  
  142. Chapter 10: Shadows
  143. 10.1 Shadow Casting Set
  144. 10.2 Shadow Mapping
  145. 10.2.1 Rendering the Shadow Map
  146. 10.2.2 Rendering the Main Scene
  147. 10.2.3 Self-Shadowing
  148. 10.3 Stencil Shadows
  149. 10.3.1 Algorithm Overview
  150. 10.3.2 Infinite View Frustums
  151. 10.3.3 Silhouette Determination
  152. 10.3.4 Shadow Volume Construction
  153. 10.3.5 Determining Cap Necessity
  154. 10.3.6 Rendering Shadow Volumes
  155. 10.3.7 Scissor Optimization
  156.  
  157. Chapter 11: Curves and Surfaces
  158. 11.1 Cubic Curves
  159. 11.2 Hermite Curves
  160. 11.3 Bézier Curves
  161. 11.3.1 Cubic Bézier Curves
  162. 11.3.2 Bézier Curve Truncation
  163. 11.3.3 The de Casteljau Algorithm
  164. 11.4 Catmull-Rom Splines
  165. 11.5 Cubic Splines
  166. 11.6 B-Splines
  167. 11.6.1 Uniform B-Splines
  168. 11.6.2 B-Spline Globalization
  169. 11.6.3 Nonuniform B-Splines
  170. 11.6.4 NURBS
  171. 11.7 Bicubic Surfaces
  172. 11.8 Curvature and Torsion
  173.  
  174. Chapter 12: Collision Detection
  175. 12.1 Plane Collisions
  176. 12.1.1 Collision of a Sphere and a Plane
  177. 12.1.2 Collision of a Box and a Plane
  178. 12.1.3 Spatial Partitioning
  179. 12.2 General Sphere Collisions
  180. 12.3 Sliding
  181. 12.4 Collision of Two Spheres
  182.  
  183. Chapter 13: Linear Physics
  184. 13.1 Position Functions
  185. 13.2 Second-Order Differential Equations
  186. 13.2.1 Homogeneous Equations
  187. 13.2.2 Nonhomogeneous Equations
  188. 13.2.3 Initial Conditions
  189. 13.3 Projectile Motion
  190. 13.4 Resisted Motion
  191. 13.5 Friction
  192.  
  193. Chapter 14: Rotational Physics
  194. 14.1 Rotating Environments
  195. 14.1.1 Angular Velocity
  196. 14.1.2 The Centrifugal Force
  197. 14.1.3 The Coriolis Force
  198. 14.2 Rigid Body Motion
  199. 14.2.1 Center of Mass
  200. 14.2.2 Angular Momentum and Torque
  201. 14.2.3 The Inertia Tensor
  202. 14.2.4 Principal Axes of Inertia
  203. 14.2.5 Transforming the Inertia Tensor
  204. 14.3 Oscillatory Motion
  205. 14.3.1 Spring Motion
  206. 14.3.2 Pendulum Motion
  207.  
  208. Chapter 15: Fluid and Cloth Simulation
  209. 15.1 Fluid Simulation
  210. 15.1.1 The Wave Equation
  211. 15.1.2 Approximating Derivatives
  212. 15.1.3 Evaluating Surface Displacement
  213. 15.1.4 Implementation
  214. 15.2 Cloth Simulation
  215. 15.2.1 The Spring System
  216. 15.2.2 External Forces
  217. 15.2.3 Implementation
  218.  
  219. Chapter 16: Numerical Methods
  220. 16.1 Trigonometric Functions
  221. 16.2 Linear Systems
  222. 16.2.1 Triangular Systems
  223. 16.2.2 Gaussian Elimination
  224. 16.2.3 LU Decomposition
  225. 16.2.4 Error Reduction
  226. 16.2.5 Tridiagonal Systems
  227. 16.3 Eigenvalues and Eigenvectors
  228. 16.4 Ordinary Differential Equations
  229. 16.4.1 Euler’s Method
  230. 16.4.2 Taylor Series Method
  231. 16.4.3 Runge-Kutta Method
  232. 16.4.4 Higher-Order Differential Equations
  233.  
  234. Appendix A: Complex Numbers
  235. A.1 Definition
  236. A.2 Addition and Multiplication
  237. A.3 Conjugates and Inverses
  238. A.4 The Euler Formula
  239.  
  240. Appendix B: Trigonometry Reference
  241. B.1 Function Definitions
  242. B.2 Symmetry and Phase Shifts
  243. B.3 Pythagorean Identities
  244. B.4 Exponential Identities
  245. B.5 Inverse Functions
  246. B.6 Laws of Sines and Cosines
  247.  
  248. Appendix C: Coordinate Systems
  249. C.1 Cartesian Coordinates
  250. C.2 Cylindrical Coordinates
  251. C.3 Spherical Coordinates
  252. C.4 Generalized Coordinates
  253.  
  254. Appendix D: Taylor Series
  255. D.1 Derivation
  256. D.2 Power Series
  257. D.3 The Euler Formula
  258.  
  259. Appendix E: Answers to Exercises
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